Weapon (halberd), legendary (requires attunement by a Paladin)

Of unknown origin, Atma is an elaborately crafted halberd that draws its properties from the wielder's soul.  Comprised of a platinum shaft, an ornate adamantine axe blade and a heavy dark iron spike, the halberd functions as a conduit for harnessing divine power.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.  Daily at dawn, you must choose one of the following boons, which will apply to Atma until the next dawn.

Lathander's Boon

The halberd reflects your soul's desire for light and protection.  When you hit with an attack roll using Atma, the target takes an extra 1d6 radiant damage. The halberd also functions as a ring of protection, granting a +1 bonus to AC and saving throws.

While holding Atma, you can use an action to cast Dispel Evil and Good (save DC 17) without requiring concentration. You can’t use this property again until the next dawn.

Hoar's boon 

The halberd reflects your soul's desire for vengeance and retribution.  When you hit with an attack roll using Atma, the target takes an extra 1d10 force damage.  In addition, the first time on each of your turns that you hit a creature with Atma, the target must succeed on a DC 17 Wisdom saving throw or become frightened of you until the start of your next turn.

While holding Atma, you can use a bonus action to cast Banishing Smite. You can’t use this property again until the next dawn.

Zantras' boon

The halberd reflects your soul's desire for influence and destruction.  You gain expertise in the Persuasion and Intimidation skills.   When you hit with an attack roll using Atma, the target takes an extra 1d8 psychic damage.  In addition, while holding Atma, you can use an action to cast Destructive Wave (save DC 19). 

Unlike Atma's other properties, the channeling of Zantras' power is contested by the dark vestige.  When you attempt to cast Destructive Wave from the weapon, you must first succeed on a DC 21 Charisma saving throw.  On a failure, the spell fails and you take 4d6 necrotic damage.  On a successful save, you cast the spell and this property can not be used again until the next dawn.

Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: Bonus: Magic, Damage: Radiant, Damage: Force, Expertise: Persuasion, Expertise: Intimidation, Damage: Psychic, Paladin, Damage, Combat, Warding, Heavy, Reach, Two-Handed, Cleave

Previous Versions

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Item Tags: Damage Combat Warding

Remalyst

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