Grants owner 'Illusory Script'
Wearer becomes immune to fear. Also has 3 charges (recovers 1d4-1 at dawn) to reroll an attack, saving throw, fail check as a reaction
When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Deals an additional 1d6 lightning damage on a hit. As an action while you are holding the whip, you can cause a lash of energy to blast out at a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or be moved up to 10 feet directly towards you.
Can either pull a creature closer OR do damage
Weapon custom made for Oston by Tyria. Enscribed with 'From your angel *wink*'. +1 bonus to attacks and an additional 1d4 Radiant Damage alongside standard damage
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
Your training in the ways of the Knights of Solamnia grants you these benefits:
Mount Up: Mounting or dismounting costs you only 5 feet of movement.
Precise Strike: Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.
+1 to Charisma.
Bolstering Rally: As a Bonus Action within 30ft you can bolster an ally (self included). Temp health points equal to 1d8 plus proficiency bonus + Charisma mod.
Can cast amount equal to proficeicny mod per long rest.
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.