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Weapon (morningstar), rare (requires attunement)

Within these four, free-floating, ever-moving, gyroscopic rings is contained the source of morning star’s power: a ball of fusion; a miniaturised star. One attuned to the item can induce tiny solar flares that can blind or burn those in its path.

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

Dawn. As an action you can cause morning star to shine a gloriously bright light at all creatures within a 20-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw or become blinded until the end of your next turn. One you use this property, you can’t do so again until the following dawn.

Ultraviolet. After you use the Dawn property, but before the next dawn, you can use an action to cause morning star to shine a focussed beam of ultraviolet light in a 50-foot line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 8d6 radiant damage on a failure, or half as much damage on a success. Once you use this property, you can’t do so again until you activate Dawn again.

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Uncommon variant: Decrease all DCs to 13, Dawn’s area to a 15-foot cone, Ultraviolet’s area to a 30-foot-line, and its radiant damage to 4d6.

Very rare variant: Increase all DCs to 16, Dawn’s area to a 30-foot cone, Ultraviolet’s area to a 100-foot-line, and its radiant damage to 12d6. While attuned to this item you can cast the light cantrip at will.

Legendary variant: Increase the attack and damage bonus to +2, all DCs to 17, Dawn’s area to a 40-foot cone, Ultraviolet’s area to a 300-foot-line, and its radiant damage to 20d6. While attuned to this item you can cast the light cantrip and the daylight spell at will.


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