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Holy Avenger (War Pick)

D&D 5e · 2024·Weapons·Legendary·Requires attunement

Weapon damage
1d8 +3 piercing

Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.

Damage calculator

Hit chance

70%

Expected damage / attack

7.58

Attack bonus

+8

Average normal hit: 10.5 · Average critical hit: 15 · Critical chance: 5%.

Category
Martial weapon
Damage type
Piercing
Reach
5 ft.
Magic attack bonus
+3
Weight
2 lb
Attunement
Required
Rarity
Legendary
Price
Not specified

Magic: Displayed damage includes the default magic bonus, before applicable ability modifiers.

Calculator assumptions & rules

One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.

Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.

Changing calculator inputs does not change the item’s rules or create a new page URL.

What Holy Avenger does

  • Strength can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
  • The base 1d8 +3 weapon damage averages 7.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
  • Using two hands changes the weapon die from 1d8 to 1d10. Compare that damage gain with keeping a hand available for a shield or another task.
  • The extra damage is conditional: Target is fiend or undead. Enable it only when that condition is met; otherwise compare the weapon’s ordinary hit.
  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the War Pick variant.
Full item details & properties

Magic properties

Activation
Make attacks using this weapon.
Consumable
No
Attack Rolls
+3. With attacks made using this weapon
Damage Rolls
+3. Included once in the displayed default damage; add applicable ability modifiers separately.
Saving throw aura
10 ft.; you and creatures Friendly to you have Advantage against spells and other magical effects while you hold the drawn weapon.
Enhanced aura
30 ft. with at least 17 Paladin class levels; total character level does not qualify.
Conditions & limits
Displayed damage includes the default magic bonus, before applicable ability modifiers. The extra 2d10 Radiant damage applies only when this weapon hits a Fiend or an Undead. It is separate from the weapon's normal damage type. While holding the drawn weapon, you and Friendly creatures in its 10-foot Emanation have Advantage on saves against spells and other magical effects. The range becomes 30 feet only if you have at least 17 Paladin class levels. This is not based on total character level.

Weapon details

Damage
1d8 + 3 piercing
Weapon class
Martial Melee
Damage vs. Fiends or Undead
1d8 + 3 piercing + 2d10 radiant
Two-handed vs. Fiends or Undead
1d10 + 3 piercing + 2d10 radiant
Two-handed damage
1d10 + 3

Properties

Versatile(1d10)

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Weapon mastery

Sap

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

You need a feature, such as Weapon Mastery, that unlocks this property for you.

Tags & related references

PiercingSapLegendary →Attack Roll BonusDamage BonusExtra Radiant Damage Vs Fiends UndeadHoly AvengerMagic Save Advantage AuraMagicalMartial WeaponMelee WeaponRequires AttunementVersatile →Weapon →

Compare alternatives

Same edition, using your calculator inputs above. Special properties and character features can change the choice.

Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.

Holy Avenger FAQ

Does Holy Avenger require attunement?

Yes. You need to attune to this item to use the properties that require attunement.

Is the listed price a guaranteed purchase price?

The source does not specify a price for this entry. Ask your GM about availability and cost.

Rules source: System Reference Document 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Equipment tables transcribed and visually checked by JustRoll; prices converted to GP; mechanics and tags structured for the catalogue; item summaries paraphrased by JustRoll. The original Open5e import snapshots are retained unchanged.

Creative Commons Attribution 4.0