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The Blood of Lathander: Difference between revisions
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Phantomsplit (talk | contribs) (Tooltip in game is incorrect. There is no saving throw to resist becmoing blind. Clarified that the version of Sunbeam granted by this spell does not allow you to recast the spell on subsequent turns.) |
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Found in [[Crèche Y'llek]], unlocked by following the [[Find the Blood of Lathander]] quest. | Found in [[Crèche Y'llek]], unlocked by following the [[Find the Blood of Lathander]] quest. | ||
| special = * '''Lathander's Blessing:''' Once per [[Long Rest]], when your hit points are reduced to 0, you regain 2~12 hit points. Allies within 9m also regain 1~6 hit points. | | special = * '''Lathander's Blessing:''' Once per [[Long Rest]], when your hit points are reduced to 0, you regain 2~12 hit points. Allies within 9m also regain 1~6 hit points. | ||
* <!--Icon--> '''Lathander's Light:''' Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are [[Conditions#Blinded|Blinded]]. | * <!--Icon--> '''Lathander's Light:''' Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are [[Conditions#Blinded|Blinded]]. {{Notes}} | ||
* {{Icon|Spell Evocation Sunbeam.png}} Cast [[Sunbeam]] once per Long Rest. | * {{Icon|Spell Evocation Sunbeam.png}} Cast [[Sunbeam]] once per Long Rest. | ||
}} | }} | ||
== | == Notes == | ||
* While the item's tooltip says that creatures of the appropriate type must make a [[Constitution]] [[Saving Throw|saving throw]] to resist becoming [[Blinded (Condition)|blinded]], there is in fact no saving throw rolled as of launch. Fiends and undead in the area are blinded for as long as they remain in that area, unless they are immune to the blinded condition. | * While the item's tooltip says that creatures of the appropriate type must make a [[Constitution]] [[Saving Throw|saving throw]] to resist becoming [[Blinded (Condition)|blinded]], there is in fact no saving throw rolled as of launch. Fiends and undead in the area are blinded for as long as they remain in that area, unless they are immune to the blinded condition. | ||
* The version of [[Sunbeam]] granted by this item does not allow the character to recast the spells on subsequent turns. | * The version of [[Sunbeam]] granted by this item does not allow the character to recast the spells on subsequent turns. |
Revision as of 18:28, 24 August 2023
The Blood of Lathander is a legendary mace found through the Find the Blood of Lathander quest.
Properties
- Damage
- 1d6 + 3 (4~9) + Strength modifier Bludgeoning
- Details
- Rarity: Legendary
- Enchantment: + 3
- One-Handed
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 1.8 kg / 3.6 lb
- Price: 640 gp
Special
The holder of this item gains:
- Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies within 9m also regain 1~6 hit points.
- Lathander's Light: Sheds holy light in a 6m radius. In combat, fiends and undead standing in the light are Blinded. [See Notes]
- Cast Sunbeam once per Long Rest.
Weapon actions
If you have proficiency, equip in main hand to gain:
- Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly them.
Where to find
- Found in Crèche Y'llek, unlocked by following the Find the Blood of Lathander quest.
Notes
- While the item's tooltip says that creatures of the appropriate type must make a Constitution saving throw to resist becoming blinded, there is in fact no saving throw rolled as of launch. Fiends and undead in the area are blinded for as long as they remain in that area, unless they are immune to the blinded condition.
- The version of Sunbeam granted by this item does not allow the character to recast the spells on subsequent turns.