Lantern Pike

“By Elgrin’s empty scrollcase... this thing sees through walls. And ya brought it into my tavern?!”

There are weapons that cut flesh, and weapons that cut lies. This one? Cuts both—and shines a light where even truth fears to tread. The Lantern Pike was forged in the high towers of the Undawn Bastion, a watchtower built to keep vigil over planar breaches. The pike's lantern, fixed to its crosshead, holds a flame that doesn’t burn—but reveals. Some call it elven craft. Others say it came from somewhere deeper. Mike just calls it a "nosey stick fer the nosy."

Used by guards, inquisitors, and the terminally paranoid, this is the kind of weapon that gets ya answers—and then gets ya hunted.

Don’t poke what ya ain’t ready to see.
👉 Need a weapon that turns lies to ash and rogues to soup? The Lantern Pike’s ready to light up yer next session: More gear like this at the Tavern Armory or drop us a scroll here.

Lantern Pike – Weapon Stats

Weapon Type: Martial Melee Weapon (Reach, Two-Handed)
Damage: 1d10 piercing
Properties: Reach, two-handed, finesse (requires attunement)
Special: Illuminated Judgment

  • Lantern of Revelation (Passive):
    While the Lantern Pike is drawn, the magical lantern casts a pale green light in a 20-foot radius. This light reveals invisible creatures, hidden doors, illusory terrain, and illusions (as see invisibility and true seeing, but only in the lantern’s radius). These are revealed visually, not dispelled.

  • Unnerving Clarity:
    Any creature exposed by the lantern’s glow has disadvantage on their next Stealth check or saving throw to maintain concentration.

  • Mutual Gaze:
    Any creature revealed by the lantern can also see the wielder through magical obscurity, invisibility, and illusions during that turn.

  • Warding Light (1/day):
    As a bonus action, the wielder can cause the lantern to flare, forcing all creatures within 20 feet who are lying, disguised, or invisible to make a Charisma saving throw (DC 15) or become blinded until the end of their next turn.

  • Curse – Flicker of the Beyond:
    While attuned, the wielder has disadvantage on saving throws against being scryed upon or contacted telepathically, due to the lantern’s pull on planar attention.

GM Notes:

Drop this in when the party’s entering a plane-shifted zone, dungeon full of illusions, or a social arc where secrets matter more than swords. Best used by perceptive warriors or paranoid tank builds. The curse adds tension without being overly punishing—perfect for parties that love a bit of risk.

It ain’t just a pole with a lantern. It’s a spotlight fer truth—and yer face is next.
👉 Find more cursed relics, questionably legal weapons, and forgotten gear at Mike’s Tavern Armory. Got a player who thinks they’re too clever? Give ‘em this. Let’s see how invisible they really are.

FAQ

Q: Does the Lantern Pike reveal shapeshifters like changelings or doppelgangers?
A: If they’re disguised through illusion, yep. But if it’s natural shapechanging, yer outta luck unless they’re also lying through magic.

Q: Can the lantern light be covered?
A: Aye. Wrap it in thick cloth or shove it in yer pack. But once it’s lit, something sees it. Every time.

Q: Does the light hurt vampires or undead?
A: Nope. It ain’t holy, it’s truthful. But undead don’t much like bein’ watched.

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