Weapon Attunement. To attune to this item, you hold the Lance to your chest, pressing the Lance there throughout the attunement process. When the attunement is complete, the Lance turns into the ink that becomes the tattoo, which appears on the skin. A Dragon-like Design Appears and covers your entire body. This magic tattoo warns you of danger. While attuned, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The tattoo magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. This Lance can be wielded with one arm as it forms part of your arm and you suffer no disadvantage attacking within 5ft. It deals an additional 2d12 piercing damage on a hit, plus an extra 3d12 piercing damage if the target is unmounted. When you hit a gargantuan creature with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: force, psychic, necrotic, radiant, or thunder. While holding the lance, you can use a bonus action and speak a command word to cause the lance to hover near you. When you do so, the lance begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The lance uses your attack roll and ability score modifier to damage rolls. The Lance can fly up to a maximum of 120ft and returns to you if you end your turn beyond that range. While the lance hovers, you can use a bonus action to cause it to fly up to 60 feet to another spot within 120 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. Speaking the command word as a bonus action again causes the Lance to return to your arm, it flies back and tries to return to your hand. If you have no hand free, it merges with your body as ink. If the lance has no unobstructed path to you, it moves as close to you as it can and then falls to the ground.
Mounted Hunter. You have advantage on melee attack rolls against any unmounted creature and You can force an attack targeted at your mount to target you instead. While mounted, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Archon Archetype. Your body changes to carry out the will of the Gods. Your creature type is now "Celestial", Subtype "Archon". You gain a +3 bonus to your AC. A successful save against a STR, DEX or CON effect that would make you take half will result you taking nothing instead. Mounts you mount gain the same benefit. This Weapon and your mount's unarmed/natural weapon attacks ignore the properties of Adamantine, Mizzium and Titanium Armor.
Together as One. You place a special mark on your mount. Once per turn, by speaking a command word, you magically teleport to be mounted on your marked mount. Your mount attacks in tandem with you, using its primary attack (the 1st attack it usually makes) for every 2 attacks you make. While Mounted, you and your mount gain a +3 to all saves.
Branded Pain. Creatures marked by your "Unwavering Mark" ability are marked for pain. For each time they damage another creature, other than you, you make an additional attack as part of the bonus action attack provided by "Unwavering Mark Ability". If the creature damages multiple creatures, you make additional attacks equal to the number of damaged creatures other than you.
Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Bonus: Magic, Damage: Piercing, By an Archonite Rider, Heavy, Reach, Two-Handed, Topple
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