[Advanced Arsenal] Dying light (Patreon)
Content
Weapon (flail), rare (optional attunement)
When skulls, chains, and metal stakes are all you have to work with, you have to get creative. Whilst delving with his friend, Mack van Guyver, Anton Spark found himself trapped in the jail of an outpost filled with particularly pernicious pixies. Combining Mack’s penchant for problem-solving, and Anton’s enchantment expertise, dying light was born, and the pair made good their escape!
This magic weapon deals an additional 1d4 necrotic damage to any target it hits. You can choose whether this weapon deals bludgeoning or piercing damage.
Knuckleduster. When you take the attack action while holding dying light, you can use a bonus action to make one additional attack with its spiked handle against a target within your reach. This attack deals piercing damage equal to your Strength modifier and benefits from the additional necrotic damage the weapon deals on a hit.
Optional Attunement. If you choose to attune to this weapon, it gains the Nox property while you remain attuned to it.
OA: Nox. As an action, you can dispel the faerie fire spell, or cause one magical or non magical light that fits inside a 1-foot-diameter sphere to turn off (non magical) or be dispelled (magical). A magical light that was created using a spell of 3rd level or higher is immune to this effect.
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Very rare: Increase the necrotic damage to 1d8. The size and spell level of a light that can be dispelled increases to a 5-foot-diameter sphere, and 4th level (a 5th level spell is immune to Nox’s effect).