Comet Smasher Wooden Staff

Dungeons of Drakkenheim p. 230 (Third Party),

Tipo
Bastón
Rareza
druidic focus, very rare (requires attunement)
Peso
4
Daño
1d6
Daño a dos manos
1d8
Tipo de daño
contundente
Propiedades
versátil

Descripción

The head of this bludgeoning weapon is made from a massive delerium crystal that crackles with arcane energies. When you hit with an attack using this weapon, the target takes an extra (3d6) necrotic damage. When you roll a 20 on an attack roll made with this weapon, it unleashes an arcane anomaly (see Dungeons of Drakkenheim). You can roll twice on the table and choose either result.

Arcane Anomalies:

1d20Arcane Anomalies
1Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2The nearest creature is affected by a hideous laughter spell (Save DC 15) but instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are stunned for 1 round (No save).
4The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6Echoes of possible realities are briefly visible for 1 minute. When a creature within 60 feet is hit by an attack, a faint vision of the creature being killed by that attack appears.
7Discordant music fills the mind of all creatures within 30 feet, who are affected as if by irresistible dance (Save DC 15).
8A section of stone, water, air, or energy becomes an appropriate contaminated elemental.
9An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10All humanoid corpses within 120 feet animate as hostile haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11The shadows of 1d6 random creatures in the area animate and try to kill them. Once destroyed, the creatures don't cast a shadow for 24 hours.
12All creatures within 60 feet become invisible for 1 min or until they attack or cast a spell.
13Tendrils of life flow from the nearest creature to others. It must succeed on a DC 15 Constitution saving throw or take 8d8 necrotic damage, half on a success. The three nearest creatures within 60 feet each regain hit points equal to the damage taken.
14A hypnotic pattern (save DC 15) appears. It creates scintillating impossible colors in shapes which are simply wrong. Creatures incapacitated by the spell weep uncontrollably.
15A black tentacles spell appears in the area for 1 hour (Escape DC 15).
16Objects within 60 feet come to life for the next hour, as if affected by the animate objects spell. They mumble awful truths, but are not otherwise hostile.
17The nearest creature is polymorphed into an awakened shrub for 1 hour or until reduced to 0 hp (No save).
18Time slows down for up to six randomly determined creatures within 120 feet of the anomaly. They are affected by the slow spell for 1 minute. (Save DC 15).
19Time speeds up for one randomly determined creature within 60 feet of the anomaly. They are affected by the haste spell for 1 minute.
20A bowl of flowers and a very surprised aquatic mammal appear 100 feet in the air. "Oh no, not again..." thinks the flowers.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Arcane Focus: An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Druidic Focus: A druid can use this object as a spellcasting focus.

Proficiency: simple, staff, quarterstaff Source: Dungeons of Drakkenheim p. 230 (Third Party), Player's Handbook (2014) p. 151

Otros datos

magic

YES