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

An seemingly ordinary thurible made out of brass. Devoid of any ornamentation. Only when granted powers by a deity does it reveal its true form. The deity can also revoke this power at any time.

To attune to this magical thurible, a day must be spent in solemn meditation and prayer to a Deity. If the deity blesses the paladin the weapon is then attuned. Once attuned the mace shifts its form to match the alignment of the Deity. Wrapped angel wings for a good deity, Tormented faces for an evil deity, and intricate gothic designs for a neutral deity.

This thurible is an ancient weapon. Originally created by the God Torm to help his champion cleanse a world that was quickly falling under the influence of a Great Old One known as the Hungering Void. Though he was successful, he lost his life in a final confrontation with an avatar of the Old One, and his thurible was lost. It was later found by a follower of Bane and was used to destroy the Golden Bastion. Since then, it has been recovered and kept by the god Oghma for a time when it would be necessary again.

While attuned this weapon has the following properties.

+3 to hit
+3 damage

Once a day, the Paladin can spend a short rest in a ritual with the thurible. During this time a soft and gentle gold and silver mist is released in a 30 ft radius. Any ally within the radius is cured of one affliction that can be treated with greater or lesser restoration and does not require any spell components. Also can spend up to a quarter of their Hit Dice total (minimum 1)  to recover from special damage types.

Good:

3 charges (recharge at dawn of each day) 
Charges can be expended to do the following.

1 charge: A pure white mist is released from the thurible and lasts for 1 minute. It spreads to fill a 10-foot radius circle around the Paladin.

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 1d4 radiant damage and any creature hit has to make a DC 14 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 20 Charisma roll or be forced to leave the possessed creature.

2 charges: A silvery glowing mist is released from the thurible and lasts for 2 minutes. This mist gives off dim light and spreads to fill a 15-ft radius circle around the Paladin. 

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 2d4 radiant damage and any creature hit has to make a DC 16 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 22 Charisma roll or be forced to leave the possessed creature.
  • The mist counts as protection from Evil and Good with the target creature type as Abberation

3 charges: A radiant golden mist is released from the thurible and lasts for 10 minutes. This mist gives off bright daylight and spreads to fill a 20-ft radius circle around the Paladin. 

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 3d4 radiant and any creature hit has to make a DC 18 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 24 Charisma roll or be forced to leave the possessed creature.
  • The mist counts as protection from Evil and Good with the target creature type as Abberation
  • The mist provides resistance to psychic damage to any allied creature affected by the mist
  • The mist clings to allied creatures. Any creature that starts or ends its turn within the mist retains the effects of the mist for 2 rounds

Neutral:

3 charges (recharge at noon of each day) 
Charges can be expended to do the following.

1 charge: A slate gray mist is released from the thurible and lasts for 1 minute. It spreads out to cover a 10-foot radius circle around the Paladin.

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 1d4 Force damage and any creature hit has to make a DC 14 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 20 Charisma roll or be forced to leave the possessed creature.

2 charges: A reddish-orange mist is released from the thurible and lasts for 2 minutes. This mist has the appearance of flames. It spreads to cover a 15-foot radius circle around the Paladin. 

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 2d4 Force damage and any creature hit has to make a DC 16 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 22 Charisma roll or be forced to leave the possessed creature.
  • Any allied creature within the mist gains 5 temporary hitpoints at the start of each round. These do not stack. 

3 charges: A gray and green mist is released from the thurible and lasts for 10 minutes. This mist has the appearance of emerald fields of grass that grow and decay at random. It spreads out to cover a 20-ft radius circle around the Paladin

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies.
  • The thurible deals an extra 3d4 Force damage and any creature hit has to make a DC 18 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature possessing another creature within the mist must make a DC 24 Charisma roll or be forced to leave the possessed creature.
  • Any allied creature within the mist gains 10 temporary hitpoints at the start of each round. These do not stack.
  • Any enemy creature within the mist gets disadvantage on their next attack or saving throw that round. Spells cast by enemies affected by the mist have -2 DC. 
  • The mist clings to allied and enemy creatures. Any creature that starts or ends its turn within the mist retains the effects of the mist for 2 rounds

Evil: 

3 charges (recharge at dusk of each day) 
Charges can be expended to do the following.

1 charge: A blood red mist is released from the thurible and lasts for 1 minute.

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies or affecting enemies.
  • The thurible deals an extra 1d4 Necrotic damage and any creature hit has to make a DC 14 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature hostile to the wielder takes an extra 1d8 necrotic damage, DC 16 Wis for half damage, if they start their turn within the mist. The Paladin is healed for this amount.

2 charges: A black mist of shadows is released from the thurible and lasts for 2 minutes. It spreads to fill a 15-foot radius. This mist causes the area around the paladin to be considered dim light for enemies of the Paladin.

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies or affecting enemies.
  • The thurible deals an extra 2d4 Necrotic damage and any creature hit has to make a DC 18 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature hostile to the wielder takes an extra 2d8 necrotic damage, DC 18 Wis for half damage, if they start their turn within the mist. The Paladin is healed for this amount.
  • Any healing done to hostile creatures within the mist causes the caster to take force damage equal to 5 plus the spell level. 


3 charges: A dark green mist filled with anguished faces is released from the thurible and lasts for 10 minutes. It spreads to cover a 20-foot radius around the Paladin. It also provides half cover.

  • While active the Auras of the Paladin are empowered and any point within the cloud can count as the distance from the Paladin for granting aura effects to allies or affecting enemies.
  • The Thurible deals an extra 3d4 Necrotic damage and any creature hit has to make a DC 18 Con save or have one beneficial magical effect end on them of the DM's choosing.
  • Any creature hostile to the wielder takes an extra 3d8 necrotic damage, DC 20 Wis for half damage, if they start their turn within the mist or have mist clinging to them. The Paladin is healed for this amount.
  • Any healing done to creatures within the mist causes the caster to take force damage equal to 10 plus the spell level.
  • The Paladin has advantage against any creature affected by the mist.
  • The mist clings to enemy creatures. Any enemy creature that starts its turn within the mist keeps the effect of the mist for 2 rounds even after leaving or the 10 minutes expire. 

Proficiency with a Flail 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Paladin, Sap

Ruran

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