Weapon (lance), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This heavy lance has the added benefit of close range artillery shelling. You can spend 1 of its 3 charges to deal an additional 1d8 force damage on a successful hit.

You may also spend all 3 charges at once if spent before your attack roll, and the roll is made with disadvantage, in order to jab an exploding stake into the target known as the Wyrmstake Cannon.

You may also spend a charge to initiate a powerful blast attack known as Wyvern's Fire (Recharge 6). This attack takes 2 actions to use over 2 of your turns, but deals a devastating 4d12 force damage and knocks the target prone. Note that once used, at the start of each turn you must roll 1d6, on a result of a 6 the ability recharges, much in the same way as some monster abilities.

You regain all charges on this weapon when taking the dodge action on your turn.

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, Bonus: Speed, Heavy, Reach, Two-Handed, Topple

lexgamer

Comments

Posts Quoted:
Reply
Clear All Quotes