Mace of the Torchbearer
Weapon (mace), rare (requires attunement)
To gain their full potency, these gold-plated granite weapons must be blessed by a Sun priest for three nights and three days over the summer solstice. The Torchbearers, holy warriors of the Sun God, develop a zealous compulsion to spread their lord’s light the longer they wield such a weapon. You gain a + 1 bonus to attack and damage rolls made with this magic weapon and you can cast the sacred flame cantrip at will (save DC 15).
Spread the Light. As a bonus action, you speak the weapon’s command word, igniting a magical flame surrounded by small floating debris. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While ablaze, the mace deals an extra 1d6 fire damage to any target it hits. The flames last you use a bonus action to speak the command word again or until you drop or stow the mace.
Torchbearer’s Curse. Attuning to the mace curses you; you are unwilling to part with the mace, keeping it within reach at all times. You can hear the sun god speak to you through the flames. Whenever you first move within 30 feet of a source of fire at least 1 foot in diameter on a turn, you must make a DC 10 Wisdom saving throw. On a failure, you must use your remaining movement and action to dash towards the flames by the shortest safe route. You touch the flames when they’re within reach, taking 1d8 fire damage. On a successful saving throw, or after touching the flames, you instantly come back to your senses and are immune to the call of this source of fire for the next 24 hours.
Very rare variant: Increase the bonus to + 2, save DC to 16, and the fire damage from ‘Spread the Light’ to 1d8.
To gain their full potency, these gold-plated granite weapons must be blessed by a Sun priest for three nights and three days over the summer solstice. The Torchbearers, holy warriors of the Sun God, develop a zealous compulsion to spread their lord’s light the longer they wield such a weapon. You gain a + 1 bonus to attack and damage rolls made with this magic weapon and you can cast the sacred flame cantrip at will (save DC 15).
Spread the Light. As a bonus action, you speak the weapon’s command word, igniting a magical flame surrounded by small floating debris. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While ablaze, the mace deals an extra 1d6 fire damage to any target it hits. The flames last you use a bonus action to speak the command word again or until you drop or stow the mace.
Torchbearer’s Curse. Attuning to the mace curses you; you are unwilling to part with the mace, keeping it within reach at all times. You can hear the sun god speak to you through the flames. Whenever you first move within 30 feet of a source of fire at least 1 foot in diameter on a turn, you must make a DC 10 Wisdom saving throw. On a failure, you must use your remaining movement and action to dash towards the flames by the shortest safe route. You touch the flames when they’re within reach, taking 1d8 fire damage. On a successful saving throw, or after touching the flames, you instantly come back to your senses and are immune to the call of this source of fire for the next 24 hours.
Very rare variant: Increase the bonus to + 2, save DC to 16, and the fire damage from ‘Spread the Light’ to 1d8.
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