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Spear of Heliod

These golden spears are forged by the celestial servants of Heliod himself, for the exclusive use of those who have proven their undying loyalty to the god of the sun, such as guardians of his temples and sacred sites. These spears constantly shine from within, emitting bright light in a 30-foot radius. Treat this light as sunlight.   You have a +2 bonus attack and damage rolls made with this weapon, and attacks made with the spear deal an additional 1d8 radiant damage. In addition, while attuned to the spear, you are immune to being charmed or frightened.   The spear has 6 charges. While wielding the spear, you can use an action and expend 1 charge to grant a willing creature that can see within 60 feet a +1 bonus to all attack and damage rolls until the start of your next turn. In addition, whenever you make a ranged attack with the spear, you can use your reaction to expend 1 charge. If you do, treat the spear like a javelin of lightning, except that the damage it deals is radiant instead of lightning, and the spear automatically returns to your hand at the end of your turn.   The spear regains 1d4-1 expended charges daily at dawn. If you expend the spear's last charge, roll a d20. As a result of 1, the spear begins to crack and explodes in a burst of light that fills a 120-foot radius. Treat this light as sunlight.   Khrusor, Spear of Heliod Weapon (spear), artifact (requires attunement by a creature of lawful alignment)   The shining, golden weapon of the God of the Sun, Khrusor is among Theros' most legendary artifacts. Contained within the point of its blade is the concentrated power of the sun, and Heliod's keen eye allows him to instantly strike at any point on Theros with it. Though a mortal wielding the spear wouldn't be able to do the same, the sheer power contained in the spear is still said to be able to strip the flesh from a titan with its radiance.   Stories of Heliod loaning Khrusor to his mortal champions in aid of their quests are exceptionally rare, but still among some of Theros' most well-known. To Therosins, receiving Heliod's spear is the ultimate blessing of a hero and a sign that the events to come will forever alter the landscape of the world.   Magic Weapon Khrusor is a magic weapon that grants a +3 bonus to attack and damage rolls made with it, and deals an additional 5d8 radiant damage on a hit.   Random Properties Khrusor has the following randomly determined properties
  • 2 major beneficial properties
  • 1 major detrimental property
  • 1 minor detrimental property
Aura of Radiance The tip of Khrusor constantly glows with a bright luminescence, giving off bright light in a 30-foot radius, and dim light for an additional 30 feet, all of which are equivalent to sunlight. While wielding the spear, your allied creatures within the radius of the bright light automatically gain a +1 bonus to all attack and damage rolls and have an advantage on saving throws made to avoid being frightened.   Inner Warmth Khrusor has 6 charges. While wielding Khrusor, you can use a bonus action on your turn to raise it aloft, speak a prayer of Heliod's eminence, and expend any number of charges. When you do, you regain a number of hit points equal to 1d10+ your constitution modifier for each charge expended.   Khrusor regains 1d6 charges daily at dawn, as long s it is exposed to the light of the rising sun.   Rays of the Sun The range for ranged attacks made with Khrusor is double that of a normal spear, and you do not have a disadvantage on the attack roll when making an attack at long range. Whenever you make a ranged attack with the spear, it automatically returns to you at the end of your turn. If you have a free hand, you can catch the spear (no action required). Otherwise, Khrusor falls to the ground in your space.   In addition, when you make a ranged attack with Khrusor, you can choose to have it transformed into a bolt of radiant light. If you do, each creature in a straight line between you and the target of the attack must make a DC 20 Constitution saving throw, taking 5d8 radiant damage and being blinded until the start of your next turn on a failed to save, or taking half as much damage without being blinded on a successful one.   You can use this feature once per long rest.   Sun's Retribution If a creature hits you with an attack, the next time you hit that creature with an attack from Khrusor before the end of your next turn, the attack scores a critical hit on a roll of 18-20, and if the attack hits, it deals an additional die of damage.   Sentience Khrusor is a sentient lawful neutral weapon with an Intelligence of 14, a Wisdom of 18, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Celestial and Common. Its voice is haughty and proud, with exacting inflection and a constant note of disdain.   While on any plane other than Theros or Elysium, Khrusor loses its sentience and regains it when it returns to Theros.   Personality Khrusor, like the god that forged it, is a weapon that believes itself imminently superior to all other weapons, including those of the other gods. Khrusor believes its own power is unconquerable and invincible, and any battle lost while wielding it was the fault of the wielder- not that this has ever happened. When Khrusor is in mortal hands, it enjoys the first thrill of battle, but quickly grows bored and longs to be returned to the stellar realm of Nyx.   As Heliod's favored weapon, Khrusor holds the same distrust and disdain for Akmon, the weapon of Purphoros, s Heliod himself does for the God of the Forge.   If its wielder goes against a direct order from either Heliod or Khrusor itself or doesn't offer up a prayer to Helliod using Inner Warmth at least once each day, a conflict occurs between the spear and its wielder at the net dawn.   If Khrusor wins conflict against its wielder, it can choose to automatically return to Heliod's possession, vanishing entirely and automatically breaking the attunement of its wielder. However, Khrusor rarely does so, and when it wins a conflict it often prefers to assert direct control over its wielder instead.
Item type
Magical

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