Failed Purity Spear
The Griffon's Saddlebag: Book Two p. 80 (Third Party)
- Tipo
- Arma cuerpo a cuerpo
- Mágico
- Sí
- Rareza
- spear, rare (requires attunement)
- Peso
- 3
- Daño
- 1d6
- Daño a dos manos
- 1d8
- Tipo de daño
- perforante
- Alcance
- 20/60
- Propiedades
- arrojadiza, versátil
Descripción
The grayed unicorn horn that rests at the top of this sickly spear is fractured and slowly leaks a silver, corrupting fluid. A failed purity spear is the rare version of a purity spear, a legendary weapon, that was made by a creature other than an elder fey. Its magic is a sad reminder that while unicorns are paragons of good, even their magic can become toxic when mistreated.
Corruption: This magic spear has 10 charges and regains 1d6 + 4 expended charges daily at dusk. You can expend 1 charge when you hit a creature with the spear to cause it to inject the target with its corrupting fluid. When you do, the target must succeed on a DC 15 Constitution saving throw or gain 1 point of corruption, which last for 1 minute. A creature takes 1d4 poison damage at the start of each of its turns for each point of corruption it has, up to a maximum of 3d4 poison damage. This poison damage ignores resistance and immunity. A creature with at least 1 point of corruption can make another DC 15 Constitution saving throw at the end of each of its turns. On a success, it removes 1 point of corruption. A creature is poisoned while it has 3 or more points of corruption. If you expend the spear's last charge, roll a d20. On a 1, the tip of the spear shatters, and the spear becomes a nonmagical quarterstaff.
Charge: If you move at least 20 feet straight toward a target and then hit it with the spear on the same turn, the target takes an extra 1d6 piercing damage.
Curse: This spear is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the spear, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. While you're cursed, you have disadvantage on any saving throw against poison. However, while you are poisoned, you gain a +2 bonus to attack and damage rolls made with this magic weapon.
Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
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.
Proficiency: simple, spear Source: The Griffon's Saddlebag: Book Two p. 80 (Third Party)