You gain a +4 bonus to attack and damage rolls made with this magic weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage with no savings throw.
On a natural attack roll of 19 or 20 the weapon will automatically add a knockback effect to the rolled damage, if any. The target must make a DC15 Dexterity save or be knocked back 5 feet and rendered prone. If the target is mounted and fails this save they are immediately dismounted and should suffer falling damage appropriate for the situation.
When attuned to this lance the wielder is granted the "Mounted Combatant" feat as well as "proficiency" with the lance. The lance does require 1 slot for attunement, however it grants 2 slots in return, thus granting the wielder an extra attunement slot.
If an "Evil" aligned being attempts to wield Wyrmsbayne, upon first grasping it's handle they take 4D6 radiant damage, with a DC16 Wisdom savings throw for 1/2. If the save is failed, reroll the radiant damage each round until the save is made or they drop the lance. Once the save is made the "evil" being can wield the lance but will have no access to it's abilities.
Spell Abilities:
All spells are cast at 6th level and require a DC15 Dexterity save.
When the wielder spends one of the 3 charges this artifact possesses, they may cast one of the following spells.
1. Melf's Minute Meteors - You create twelve tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
2. Ice Storm - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
3. Lightning Bolt - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 11d6 lightning damage on a failed save, or half as much damage on a successful one.
4. Vitriolic Sphere - You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
Each morning at dawn you regain 1 charge.
A Dragons Lance is one of the very few weapons to be produced by Alocoth of Mirabar, who is primarily known for his magical armors. That being said, the weapons Alocoth does decide to design are usually extremely powerful and are always of the finest craftsmanship, not to mention, the highest prices. Such is the case with this beautifully crafted Lance, its tip forged from several rare metals, the shaft grown from and shaped by an awakened blight and inscribed with powerful runes associated with Bahamut. The vamplate is adorned with teeth, bone and scales from multiple Dragons and the handle is wrapped in the finest of Dragon hide. It's so well made in fact, that one may wield it proficiently without nary a lesson.
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: Force, Feat: Mounted Combatant, Set: Attunement Slots, Proficiency: Lance, Paladin or other good aligned being., Damage, Combat, Heavy, Reach, Two-Handed, Topple
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