About this mod
Gives the Selûne's Spear of Night weapon a balanced touch up buff.
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At the time you get this spear, you likely have The Blood of Lathander. Or you go the other way and get the Shar's Spear of Evening. So I tried to balance the Selûne spear with those two options.
First off I want to break all 3 weapons down into a couple sections. Active component will long cooldown, a controlling or buffing component, and a passive component that makes it worth using without the other two.
Active component -
Blood of Lathander - Level 6 Sunbeam (Once per long rest)
Shar's Spear of Evening - Edge of Darkness (Once per short rest) - Weapon attack, drops darkness, and an additional weapon attack that is aoe.
Selûne's Spear of Night -
LunarBlessing - Moonbeam centered on the spears wielder (like the one Dame Aylin does). Once per long rest. No concentration. Only hurts enemies, so feel free to use around neutral NPCs without worry.
I feel this is a good buff. It will do more damage than the Level 6 Sunbeam over time, but that's over time. The AoE radius is also short. It will also do more damage than Edge of Darkness over time, but that one is once per short rest. And free darkness is really strong by itself, and even more so with items taking advantage of it.
Controlling/Buff Component -
Blood of Lathander - Lathander's Light (Always active) - Blinds any fiend or undead in the light.
Shar's Spear of Evening - Shar's Darkness (Per turn) - Free darkness, but Concentration.
Selûne's Spear of Night -
Moonmote - Effects unchanged from base game. But now once per turn, but still Concentration.
Making it once per turn should help it compete with Shar's Darkness.
Passive Component -
Blood of Lathander - Lathander's Blessing (Once per long rest) - If you die, heals you and all allies in 9m.
Shar's Spear of Evening - Blind Immunity and Shar's Blessing - Advantage on saving throws and 1d6 additional damage while obscured.
Selûne's Spear of Night -
Selûne's Blessing - Unchanged from base game.
Lustre Edge - Advantage on attack rolls and 2 additional radiant damage if the target is illuminated.
Darkvision - Removed.
The extra 2 radiant damage should bring it up to the Shar's Blessing extra damage, but only if you stay in Moonmote (Moonmote is 1d4 radiant). Also gives advantage on attack rolls, which the darkness from Shar's spear also gives.
Removed the Darkvision buff since this spear is intended for Shadowheart, who already has darkvision.