You have a +3 bonus to attack and damage rolls made with this magic weapon.
When you’re attuned to this weapon, you have an advantage on attack rolls against a creature who can inflict poison damage by any means other than a spell. This spear has a reach of 20 feet. When you attack a creature beyond 10 feet, the spear deals force damage instead of its usual piercing damage.
The spear has 3 charges, and it regains 1d4 expended charges at dawn.
Serpent Horizon. As an action, you can spend 1 charge to conjure a spectral snake in a 5-feet wide and 60-feet long line that can pass through solid objects. Each creature within the area must make a Strength saving throw or become restrained as the spectral snake coils around them. It last for 1 minute or until you use this ability again. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the creature takes 2d8 force damage.
Anti-Toxin. As an action, you can spend 1 charge to cast detect poison and disease. When cast in this way, the range of the spell increases to 100 feet, and barriers cannot block the spell. You can use your bonus action to neutralize one poison you detected, but doing so ends the spell. If you target a poisonous creature, it must make a Constitution saving throw or lose its ability to deal poison damage and inflict the poisoned condition by any means other than a spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Proficiency with a Spear 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: Bonus: Magic, Find the Serpent constellation , Damage, Combat, Thrown, Versatile, Sap
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