Sunforger
(Requires attunement) You gain a +2 to attack and damage. As an
action, you can hurl the weapon
120 ft. to a point where it explodes; each creature
in a 20-foot-radius centered on that point must
make a DC 15 Dexterity saving throw, taking 6d6
fire on a fail, half as much on a success. After, you
can use an action to cause the weapon to reappear
in your empty hand. You can’t cause it to explode again until you
finish a short or long rest. If you
don't call the weapon back to your hand it
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