Weapon (club), rare (requires attunement by a Soulbound by Warlock or Eldritch Knight)

Attunement: The wielder must establish a mental connection with the scepter during a 1 hour ritual. While the scepter is not being wielded by the attuned, it looks and behaves as ancient artifact. While attuned, the phrases carved into the staff glow brightly and the wielder gains the following abilities.

Ancient Moon Rock Scepter gains three charges which replenish at moonrise. If a spell is casted while the scepter has no charges, the spell will fail and the scepter will shatter.

Spellblade: While making an attack with this weapon, you made add your spellcasting modifier on attack rolls in place of strength or dexterity. Additionally, successful attacks made wielding Ancient Moon Rock Scepter inflict Mental Affliction on the target.

Spells:

(1 charge): Cerebral Bypass

(3 charges): Imperfect Lunar Transmutation

Whenever a charge would be consumed by scepter, the wielder must make a DC 11 WIS saving throw or gain Mental Affliction and the associated spell automatically fails.

Mental Affliction: Mental Affliction acts similarly to retrograde amnesia. They forget the last five minutes of events leading up to mental affliction and sustain permanent damage to their long-term memory.

If the target of the spell succeeds a saving throw associated with Mind Snap or the wielder fails an associated saving throw from a spell caused by Lunar Transmutation the wielder must also roll a DC 12 CON saving throw or be afflicted with Lunar Corruption.

Lunar Corruption: (roll a d20 to determine the corruption source, if the associated saving throw is a critical failure, the corruption continues until a long rest or dispelled)

*All effects last one round

1-4: The joints in your hand are reversed causing you to drop any item you are holding.

5-8: Your eyes are filled with blood, temporarily blinding you.

9-12: Your tongue becomes a writhing tentacle that you cannot control. Lose the ability to speak and cast spells with verbal components.

13-16: Your stomach swaps places with your heart. Take 1d4 necrotic damage as your arteries fill with acid and your intestines fill with blood.

17-20: You literally have two left feet now! You fall prone and lose the ability to walk.

Unrecognizable phrases are faintly carved into handle of the scepter, long since have they been worn down with age. 

 

Proficiency with a Club 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Incapacitated, Charmed, Frightened, Restrained, Charges are unusable unless this item is soulbound through ritual, Soulbound by Warlock or Eldritch Knight, Control, Communication, Combat, Light, Slow

Item Tags: Control Communication Combat

Sonofnorm

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