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The Star Anise

The magical morningstar wielded by the World Heavyweight Champion of The United States of Turmerica. A +3 Morningstar, on a hit the Star Anise deals 1d8 bludgeoning damage and an extra 2d8 fire damage. The wielder of the Star Anise is immune to fire damage. When the wielder of the Star Anise enters combat, the morningstar fills them with a lust for battle. They must make a DC18 wisdom saving throw at the start of their first turn of combat. On a failure, the wielder is overcome by the power of the weapon, and the following effects take hold. On a success, the wielder will be able to choose whether or not to succumb to the weapon:
  • All attacks made with the Star Anise are made recklessly
  • The Star Anise's fire damage increases to 4d8 as each hit engulfs the wielder and the recipient of the hit in a ball of flame
  • For each attack made with the Star Anise, the wielder must also take the same amount of damage. The bludgeoning damage is dealt as psychic damage as the morningstar tries to assume control of the wielder
  • If you are defeated in combat (drop to zero hit points), the wielder's attunement to the Star Anise is ended, and they will not be able to attune to it again
  • The wielder must hit with the Star Anise at least once during each round of combat or the effects end
  • Once the effects have ended, the wielder suffers a level of exhaustion
Item type
Weapon, Melee
Current Location

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