Bane is a +2 vorpal halberd, granting its wielder a +2 bonus to attack and damage rolls made with it. Forged from the depths of the feywild, this chaotic evil sentient halberd seeks personal gain above all else, and encourages its wielder to do the same. If the wielder refuses, the halberd refuses to allow its wielder to use its benefits, and may even break the bond between itself and the wielder. Bane has a Charisma score of 14, a Wisdom score of 14, and an Intelligence score of 18.
Aligned: Bane is diametrically opposed to good, and will stop at nothing to see evil prevail.
While attuned to Bane, you gain the following benefits:
Off With Your Head!: When you make a melee attack against a creature with at least one head and roll a 20 on the attack roll, you may cut off one of its heads. If the creature is immune to this effect, it takes an additional 6d10 slashing damage instead.
Bane: When you hit a good aligned creature with a melee attack, you gain the following bonuses:
- The creature takes an additional 2d10 necrotic damage, and you heal for half the necrotic damage dealt.
- The target must also make a DC 16 Wisdom save, or become frightened by Bane for 1 minute. The creature may attempt this save at the end of each of its turns, ending this effect on a success.
Cyclone of Evil: 3 times per day, you can channel Bane's hatred for evil into a cyclone attack. Each creature within 10ft of you must make a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your Strength modifier). Creatures in range take 3d10 slashing damage on a failed save, or half as much on a success. Note: The bonuses for attacking good aligned creatures stack with this ability.
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: Frightened, Heavy, Reach, Two-Handed, Cleave
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