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Archived Arsenal Day 18 - Energy

Speartember Day 18 - Energy

Luminous Lance

Weapon (lance), very rare (requires attunement)

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The Luminous Lance is a modern recreation of a siege weapon from the Lahanagis Grand Empire era, developed by engineers of the Azalis Empire. The original device, known as the "Arcane Concentrator," was one of many artifacts unearthed from the ruins of a Lahanagian walking fortress found buried deep in the Azalia Desert. By the direct order of Emperor Archard Ta’azir Al-Azalia, the empire’s royal mages spent years studying the artifact in utmost secrecy.

The Grand Library received only fragments of information obtained from intercepted encrypted letters and documents detailing the research activities. However, a Wallflower within the empire has confirmed the successful testing of a weapon equipped with technology based on the Arcane Concentrator, code-named the "Luminous Lance," as well as the Emperor's eagerness to begin mass production of this formidable weapon.

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You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use the lance as a spellcasting focus. When you cast a spell through the lance, your spell attack rolls and spell save DC increase by 1.

As a bonus action, you can create an energy lance at the tip, converting its damage type to force damage and adding an extra 1d6 force damage to each attack. The energy lance lasts for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.

Energy Converter. The Luminous Lance allows you to channel your life force or spells into a powerful concentrated beam:

Overcharge Threshold. The lance can safely channel a total of 10 Hit Dice and spell slot levels per long rest when using its Energy Converter features. If you exceed this limit, each additional use requires you to make a DC 15 Constitution saving throw immediately after using the ability. On a failed save, the lance backfires: you take half the damage intended for the targets, and the lance becomes a mundane weapon and can’t use its features until repaired. Repairing the lance requires 250 gp in materials, 8 hours of work, and someone with proficiency in Smith’s Tools and Arcana.

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All the files will be added to a new Speartember 2024 folder that you can find in the Vault


Archived Arsenal Day 18 - Energy Archived Arsenal Day 18 - Energy Archived Arsenal Day 18 - Energy

Comments

Ah, I also can't read because it said "up to", so that might be my bad.

The Critic of Innocence

Hmm, I think I need to find better wording. It's like Divine Smite, so 1 hit dice for 2d10, and 1d10 for each one after that up to 3 hit die (4d10 total).

Sinlaire

Slight question-for the beam, is the extra d10 after expending more hit dice after the initial 3? Or does it start at 4d10 (2d10 for the first hit dice and then another 2d10 for the other 2 hit dice for the initial cost)? It's probably the former, but I can smell a player arguing for the latter.

The Critic of Innocence

gotta keep finding new way to utilize that resource XD

Sinlaire

it's a prototype tech, gotta give it some risk XD

Sinlaire

Love the hit dice mechanic!

ESKape_Key

You can slide your arm in! THAT’S DOPE!

Zombie

An artifiers dream!

Delton

lets goooo

ASP-Ian

yup, slide and strap your arm there.

Sinlaire

That last section, all I saw was major consequences 😂

Keiblade_Rush

I love the style of this, from what I can see, it has a place to slide your arm in?

Soul Atomisk


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