Khrusor, Spear of Pelor
Weapon (spear), artifact (requires attunement)
Simple weapon, melee weapon
1d6 piercing - thrown (20/60 ft.), versatile (1d8)
Pelor wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from the sun to any point on The Overworld. When Pelor lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.
Simple weapon, melee weapon
1d6 piercing - thrown (20/60 ft.), versatile (1d8)
Pelor wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from the sun to any point on The Overworld. When Pelor lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.
Sentience
Khrusor is a sentient Lawful Good weapon with an Intelligence of 12, a Wisdom of 24, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Celestial and Common.Personality
Khrusor is a weapon of justice, and wants to commit acts of justified violence, especially against the undead. It also loves a challenge, but hates if its bearer fails. It wants to protect the innocent, and punish evildoers.Dormant
The spear grants the following benefits in its dormant state:- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- The spear sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.
- If you are a champion of Pelor, you gain 15 temporary hit points each dawn, and you can't be charmed or frightened.
- If you are not a champion of Pelor, Khrusor has a 25% chance to attempt to possess you every time you use an action to use one of its properties. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until Khrusor is banished using magic such as a dispel evil and good spell. In addition, there is a 10% chance that Pelor sends a champion to wrest the artifact from you when you first attune to Khrusor.
Awakened
When the spear reaches an awakened state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +2.
- When you hit with an attack using this spear, the target takes an extra 1d8 radiant damage.
- The spear now sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
- If you are a champion of Pelor, you may use an action to cast See Invisibility. When you do, roll a d6. On a 1-5, you may not do so again until the next dawn.
- When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn.
Exalted
When the spear reaches an exalted state, it gains the following properties:- The weapon's bonus to attack and damage rolls increases to +3.
- The weapon's extra radiant damage increases to 2d8.
- The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn.
- If you are a champion of Pelor, you may use an action to cast Wall of Light. When you do, roll a d6. On a 1-5, you may not do so again until the next dawn.
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