Level
9th
Casting Time
1 Bonus Action
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

A martial weapon you touch becomes a magical weapon until a spell is cast on it to dispel magic. The magic weapon gains a +3 bonus to hit, and you may choose one of the following damage types. The damage type also comes with magical effects depending on the damage type. Fire, Cold, Lightning, Force, Thunder, Radiant, and Necrotic. Fire: When you get 20 to hit, the attack deals an extra 6d8 Fire damage. Critical hits do not affect this. Cold: If the creature you choose to attack is a construct, you may halve its speed for 1 minute. Lightning: On Initiative roll 20, you may summon 1d4 lightning bolts. If a creature is hit with the lightning bolt, they must succeed on a DC 17 Constitution saving throw or be incapacitated and take 6d8 lightning damage. Force: If the creature you choose to attack is an Abberation, then that creature as disadvantage on attack rolls and saving throws. Thunder: On a critical hit, the creature you choose to attack will become blinded and deafened for 1 minute. Radiant: If the creature you choose to attack is Undead, then that creature takes 6d12 radiant damage. Necrotic: If the creature you choose to attack is a Celestial, then that creature will take an extra 5d6 necrotic damage.

* - (A pinch of gold powder, a martial weapon of your choice.)

Available For: Paladin (Legacy) - Oath of Devotion (Legacy) Paladin (Legacy) - Oath of Conquest

Votnykk

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