```metadata title: 12th Constellation - The Lantern Bearer description: '12' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ## 12th Constellation - The Lantern Bearer Unique --- Weapon (mace, warhammer, or maul) --- The mace, symbolized by the Lantern Bearer constellation, was the sole Stellar Armament gifted to a devout follower of a different deity. The Lantern Bearer is an enigmatic goddess of fate and change, serving as the patron deity to adventurers, pathfinders, and shepherds. Halley Moondust, a seasoned adventurer who worships her, received an exception to become the 12th Stellar Watcher. --- Halley was born with a unique innate ability to manipulate the force of gravity around her. She was recruited by Professor Vigil Alzhaahir, who persuaded her to join him on his prophetic mission to brace for an impending catastrophe. Halley, later known as "The Blue Meteor," received a Stellar Armament that embodied her faith and enhanced her innate ability. This weapon allowed her to annihilate large groups of enemies with a single strike and utilize her gravity-controlling ability to its utmost potential. ### As long as you are attuned to this mace, the area within 15 feet of you becomes difficult terrain for your enemies. Additionally, when you hit with an attack using this mace, the target takes an extra 1d6 force damage. This mace has 5 charges, regaining 1d4+1 expended charges daily at midnight. ### Stellar Satellite. When you take the Attack action, you can forgo one of your attacks to launch the orb up to 30 feet, making a ranged attack using your Strength modifier. On a hit, the target takes 2d6 + Strength modifier of force damage. When the lantern hits a target, you can expend one charge and cause the orb to bounce to a new target within 15 feet, making a new attack roll for the new target. The orb keeps bouncing until it misses or no new targets are within range. You cannot target the same creature more than once in a turn. If you roll a critical hit during the first ranged attack, you trigger the effect without expending a charge. ### Nova Burst. You can release the mace limiter and begin charging the mace as an action. While charging, you or any of your allies within 30 feet of you can use a bonus action to expend one spell slot, which adds a number of charges to the mace equal to the level of the expended spell slot, up to a maximum of 20 charges. It keeps charging as long as you’re wielding, but you can’t use the mace to make an attack while it's charging. As an action, you can spend all the charges and release the stored energy in a 20-foot radius sphere centered on you or as a 40-foot cone in front of you. Each creature in the area, excluding you, must make a Dexterity saving throw. A creature takes radiant damage equal to 1d6 per charge on a failed save or half as much damage on a successful one. Structure and object that isn’t being worn or carried take double damage. Once you use this feature, you can't use it again until you finish a long rest. ### 13 Stellar Armament. As long as someone is attuned to the Phantasmagorical Planetaria, they or any creature of their choice that touches this item become attuned to it without taking up their attunement slot. The DC for this item’s ability equals 13 + the number of Stellar Armaments that are being worn or carried. This item's charges are increased by half the number of Stellar Armaments that are worn or carried, rounded down. Lastly, When 3 or more Stellar Armaments are being worn or carried, the weapon's additional damage increases from 1d6 to 2d6 force damage. ![World Serpent](https://cdn.discordapp.com/attachments/1008058908943851612/1144979406524268616/Item-202307-Planetaria-12.png) {width:325px,mix-blend-mode:multiply} {{artist,position:relative,top:-170px,left:10px,margin-bottom:-30px ##### The lantern Bearer [Sinlaire](https://www.patreon.com/sinlaire/posts?filters[tag]=Stellar%20Armament) }}