True Spirit Spear Chastifol (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Weapon (spear), Legendary (requires attunement)

You have a +1 bonus to attack damage rolls and AC When attuned to this weapon.

The Spirit Spear Chastiefol is an incredibly powerful magical weapon, created by Chastgrand, the great Archdruid. Blessed by his magical powers, this spear can take on multiple forms, each with their own incredible and powerful abilities. Switching between these configurations can be done as an action. Once a configuration has worn off, it cannot be used for two rounds (12 seconds).

First Configuration: Chastiefol: In its base form, Chastiefol is a spear that can be controlled telepathically. When being used like this, it has a range of 20/100 feet, and the user can add their Wisdom or Intelligence modifier to attack and damage rolls instead of Dexterity. It deals 1d12 piercing damage and 1d10 Force damage.

Second Configuration: Guardian: Chastiefol turns into a large, plush bear. This creature uses the statistics for a shield guardian. When you first activate this, roll its initiative. The user can use a bonus action to command it, moving and attacking with one command. When the creature's hit points are reduced to 0, it reverts to its first configuration. This lasts for three rounds (18 seconds), after which it reverts to its first configuration.

Third Configuration: Fossilization: A twin headed spear shaped to look like the pincers of a crab. When a creature is struck by Chastiefol in this configuration, it deals 1d12 piercing damage and the target must attempt a DC 16 Constitution saving throw on a hit. On a failure, the target is petrified for 1d4 hours. The creature can repeat the save at the end of its turns, ending this effect on a success. It can also be broken with a lesser restoration spell. While petrified, the creature has an AC of 20, resistance to non-magical bludgeoning, slashing, and piercing damage, and does not benefit from healing spells or features. The spear then reverts to its first configuration.

Fourth Configuration: Sunflower: An enormous shoot bursts out from the ground, towering over all. A flower bud blooms and shoots a incredible beam in a 20 feet diameter cylinder. Any creature caught in this area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 1d12 radiant damage and is blinded until the end of their next turn. On a success, the creature takes half as much damage and isn't blinded. Chastiefol then reverts to first configuration.

Fifth Configuration: Increase: Chastiefol splits into countless kunai. The kunai appear in a 20 foot cube, centered on a point within 30 feet of you. Any creatures in the area must make a DC 8 + your Intelligence modifier + your proficiency bonus Dexterity saving throw, taking 2d10 slashing damage on a failed save, or half as much on a success. On your next turn, you can use a bonus action to move the cube up to 30 feet. This lasts for two rounds of combat, after which it reverts to first configuration.

Sixth Configuration: Comfort: A pillow large enough for the user to lay down on. The user can use this configuration to gain a flying speed equal to their movement speed, and can also use it as a shield. When active, the user gains a +2 bonus to their AC. In initiative, this configuration lasts for three rounds, then reverts to first configuration. When outside of initiative, this configuration can be used indefinitely.

Seventh Configuration: Luminosity: A small, ringed sphere that produces a bright light akin to the light cantrip. While in this form, Chastiefol produces bright light in a 60 ft. radius. This form can last indefinitely.

Eighth Configuration: Pollen Garden: A large barrier in the form of a 30 foot-radius sphere. Upon activation, the user can select up to six affected creatures. An affected creature becomes resistant to non-magical bludgeoning, slashing, and piercing damage, and regains 10d12 hit points at the beginning of each of their turns for a number of rounds up to half your proficiency bonus. Pollen garden has a AC of 16, and 300 hit points. Pollen garden acts like forcecage in its effects, except it can be damage by items of very rare and higher rarity and spells that are under the level of 3 do not affect it. Every creature in the garden is counted as having full cover while inside.


Back to Main Page5e HomebrewEquipmentMagic Weapons

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Seven Deadly Sins franchise, and/or include content directly affiliated with and/or owned by Netflix. D&D Wiki neither claims nor implies any rights to The Seven Deadly Sins copyrights, trademarks, or logos, nor any owned by Netflix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png