Apocalypse (5e Equipment)
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Weapon (maul), artifact (requires attunement by someone chosen by Death)
The weapon of the apocalypse. This weapon has the innate ability to absorb the souls of any creature that dies within 500 ft of it, capturing the souls into the black gem on the head of the weapon giving the weapon one charge per soul(can hold an infinite charge but can only gain a charge by taking a soul). This charge can be used to summon the creature. if this creature is cr/Lvl 1 or lower, they become a specter. if they are between cr/Lvl 6 or lower they become a wraith. if they are higher cr/Lvl then they have their same statistics, but they ao have immunity to cold, poison, and necrotic. they also resist nonmagic bludgeoning, piercing, and slashing. they also resist acid, fire, lightning, and thunder. they also have a fly speed equal to their walking speed and can hover if they already do not have a fly speed. These creatures summoned are friendly to you and your allies and will obey telepathic commands. If you issue no commands, the creature will defend itself but take no other actions. The creatures can only be destroyed if it is reduced to 0 hit points or is released by the wielder of the weapon. Once the soul (or charge) is used, it cannot be used again as the soul has been released into the afterlife. This weapon can be put into a demiplane which you can summon to your hand with a thought. Apocalypse was crafted by Death himself for his most trusted lieutenant, the Angel of Death. Apocalypse is now given to reapers who prove themselves to Death.
Pocket Dimension. The wielded of Apocalypse can use an action to put Apocalypse in a pocket dimension just large enough to hold it that cannot be accessed in any way by anyone but the wielder. The wielder can take out Apocalypse as a bonus action.
Marked. When a creature is hit by the weapon, it becomes marked. Being marked has two effects. One is when the creature is hit by the wielder, it takes an additional 2d10 necrotic damage and must make a DC 21 Wisdom or becomes frightened of you for their next 2 turns. The other being the wielder knows the exact location of the creature as long as the creature is within 1 mile of you for the next two days, after which the mark fades away.
Phantasmal Projection: When a creature dies within a 500 ft radius of the Apocalypse, an astral image of the wielder is sent out to retrieve it's soul so that it can be absorbed. In this form, you can use all your weapons, spells, abilities, and items though they will not have any effect on a soul. While reaping souls, you are not affected by anything from the Realm of the Living, and you cannot affect the Realm of the Living. No one, except you, can see any other astral forms unless they too are dead. Your astral form will fight separately from your character. If anyone or anything attempts to reap the souls that died within 500 ft of the Apocalypse, conflict will arise between your astral form and the other reaper. As an astral form, you can fly at a speed of 30 ft through objects as you are incorporeal.
Possess: Your astral form may attempt to possess a living creature or a non-magical object. Sentient creatures and magic items must succeed on a Wisdom saving throw of 22. For non-magical objects, you do not need to attempt any of these checks. When possessing an object you can move it at a flying speed of 30 feet.
Mark of The Apocalypse: You are immune to all nonmagical bludgeoning piercing and slashing damage, along with radiant and necrotic damage while attuned to Apocalypse.
The weapon deals the damage below on top of regular weapon damage and must make a DC 23 Constitution saving throw. On a failed save, the target takes full damage, on a successful save, the target takes half damage.
This weapon has a +5 to attack rolls, you may also, as a bonus action, teleport to any visible target within 200 ft. All critical rolls deal triple damage.
Intended targets(chosen by the wielder) within a 2-mile radius will be attacked by the Horsemen. No saves or attack rolls will be available, resistances will be negated. The Four Horsemen disappears when you dispel them or when killed. They can then be summoned again at midnight.