Weapon (flail), artifact

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Spiritual Infusion. When you summon your Spiritual Weapon, you can instead infuse the power into Silver Light until your next short or long rest. While infused, you can strike with this weapon as a bonus action as you would a Spiritual Weapon, but it does not move independently from you. Like a Spiritual Weapon, this bonus action attack uses your Wisdom modifier rather than Strength for hit and damage. Add the Spiritual Weapon dice to your normal weapon attack properties and any other melee attack bonuses such as divine strikes, fighting styles, etc.

Selfless Blessing. You may choose to give the self-healing from the Blessed Healer trait to any other creature within your 15 foot melee range.

Ruthless Blessing. Your bless d4 is added to the natural attack rolls for anyone affected, but the critical threshold is raised to 21. This potentially turns a roll as low as 17 into a critical hit. Each creature blessed may only benefit from 1 attack roll below 20 being raised to the critical threshold per turn.

Selûne's Touch. Silver Light has 7 divine charges which draw on Selûne's power to cast spells, and they recharge at the end of a long rest. You may cast any spell you have prepared by expending 1 divine charge per spell level rather than a spell slot. Spells cast using Silver Light's divine charges do not require concentration. Instead, the spell effect persists for a number of rounds equal to the number of divine charges spent or until another spell which normally requires concentration is cast using divine charges. You also gain access to the following spells which are always prepared. They can be cast using divine charges or your spell slots:

  1. Moonbeam
  2. Levitate
  3. Blink
  4. Greater Invisibility
  5. Hold Monster
  6. Gravity Fissure

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: Bonus: Magic, Bonus: Melee Reach, Sap

Previous Versions

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HomebrewSmith

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