This simple aluminium bat has been infused with the sheer tenacity and force of will the wielder posses, resonating with the determination within those who remain true to who they are. You add an extra +3 bonus to attack and damage rolls made with this weapon. Your spell save DC also increases by 3.
This bat has 12 charges. You may use a bonus action on your turn to change the form of your weapon, expending 1 charge. This change lasts 1 minute. On a long rest, regain 1d12 charges.
Sword: This blade is thin and light as a feather. It deals 1d8 Slashing damage, and when attacked can use a reaction to parry, adding your Charisma to your Armour Class for that attack. Whilst the bat is in this form, each time you take the attack action you make an extra attack.
Bow: A beautiful, powerful bow capable of accurate attacks from incredible range. Whilst in this form the weapon has a range of 150ft/600ft, and it deals 1d8 piercing damage. Also, if you make an attack against a target that is surprised with this weapon, it is considered a critical hit.
Staff: A simple tool granting a greater range when fighting. This weapon deals 1d8 Bludgeoning damage, and can hit targets out to 15ft.
Scythe: The tool of beings used to reap the souls of the dead, once a mere farm tool made legendary. This weapon deals 1d12 Slashing damage, and when you score a critical hit with this weapon, you impose a lingering injury on the target as well as dealing an extra 4d12 slashing damage.
Judas: With the power gifted you as the godkiller, the one who shall bring the false idols to heel, you bypass the laws of magic and power that many other mortals are required to obey. When your bat is in a weapon form as you cast a Concentration spell, you may choose to not gain the benefits of the weapon form outside of any extra range or damage dice, and hold the spell within your bat, ultimately allowing you to Concentrate on multiple spells.
Born this Way: You may expend a charge from this bat to activate an ability tied to your bloodline without expending a use of the innate ability. E.g Heavenly touched, Necrotic Shroud.
Edge of Glory: You claim the glory of your brilliance as your own, and no one elses, whether this be breakthroughs or massive destruction. Your power is your own. When you land a critical strike with weapon, you regain a 4th level spell slot.
Malice: This weapon gains 1 charge every time you take damage. This item has no upper limit on charges it can contain, however they must be gotten from creatures you truly view as foes. If you are hit by a critical hit, you receive 10 charges.
Vengeful You wield the power to smite those who have done wrong. When you deal damage, be it from either a spell or attack roll, you may spend charges from this item to deal an extra amount of damage equal to 1d6 per extra charge. The damage type is the same as the original damage type of the weapon or spell.
Hatred: Those who dare stop you shall rue their mistakes. Whenever a creature attempts to frighten or charm you, you may expend a reaction and any amount of charges to nullify the attempt, and reflect it back. The source of this attempt must make a Wisdom saving throw against your passive Intimidation, else be afraid for an amount of rounds equal to the amount of charges you spent.
Proficiency with a Morningstar 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: Sap
Previous Versions
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3/19/2021 11:26:55 AM
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7/30/2021 3:09:57 AM
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11/12/2021 8:54:47 AM
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8/4/2022 5:21:00 PM
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8/4/2022 5:22:48 PM
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3/12/2023 12:03:31 AM
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4/21/2023 2:30:02 AM
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1/7/2024 4:21:40 AM
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