It is a character defining weapon. It has a powerful ability and really fits the Oath of Vengence Paladin's theme. It is also highly valuable in any sort of hidden villian style adventures and adds a variety of intrigue.

To be totally honest with you, I have some beef with the Oath of Venegence Paladin. It's really edgy. While I'm not going to say its bad, I am going to say that I have seen enough brooding past paladins with a hard edge that it's gotten cliche. While seemingly incredibly powerful, it is my response against the bullish and brooding characters my players sometimes give me. There is nothing more satisfying than giving the paladin a red herring, and instead of investigating or considering their actions, attack a guard or friendly NPC and having them deal with the concequences.

Consider using this weapon if you plan to have enemies disguised in plain sight. It may be useful to tie the weapon to a specific location, to avoid forgetting about the weapon and having an accidental TPK after an angry paladin hits a disguised ancient dragon.

I created this weapon for a Path of Vengence Paladin during a werewolf witchhunt of sorts in a small village. My first draft of the weapon did not feature either the CHA saving throw or the once per day limit. The weapon was overpowered and needed some adjustments. I think it's ok now. But its kinda fun if you want to impliment some chaos to your campaign.

If used against a creature that is currently not transformed or disguised, the same saving throw is made, but nothing happens on either a sucess or failure. The wielder should not know the result of the saving throws.

This silvered weapon is spotless and cannot be tarnished by any non-magical means. Once per day, the weilder can activate the item by making a successful attack roll against a creature and utter the command word as a free action. The creature struck makes a Charisma saving throw in secret against the Paladin's spell save DC. On a failed save, if the creature is magically transformed or disguised by any means (shapeshifter monster feature, Druid's Wild Shape, or by the Gaes, Alter Self or similar spells) the magic dissipates and the creature's true form is revealed. On a successful save, nothing happens.

Quiver of Goo

Wonderous item , rare

This two-compartment quiver, is carved out of a single peice of hardwood. The first compartment functions as a non-magical quiver. The other compartment contains a vat of white goo with the consistancy of syrup. This can be be seen through a translucent piece of hardened resin near the bottom of the quiver.

The goo appears to leach from the wood itself, restoring to full at the start of every dawn. Filters on the quiver prevent any goo from spilling out of the quiver.

The goo can transfer 3 different properties to any peice of non-magical ammunition, determined by how long the goo is allowed to set. Due to the volitle nature of the goo, the quiver may only create up to 3 Sticky Arrows and 1 Exploding Arrow at one time.

Any spellcaster attuned to this item use may replace the Saving Throw and Ability Check DC with their spell save DC. While not necessary to attune to this item to use it, it required to gain this feature.

Glowing Arrow. No time to set.

If an arrow is dipped into the quiver as a bonus action, the goo will emerge as a liquid and will start to glow brightly after a couple seconds.

While holding this ammunition, or when fired from a ranged weapon, the arrow will brightly illuminate a 20 ft. radius sphere and will continue to illuminate for 1 hour, or until dismissed by speaking a command word. Both the goo and ammunition will dissolve after it is expired.

Using the item this way does not use any uses of the goo and you will always have enough goo to ensure it's use.

Sticky Arrow. Must set for a short rest.

Using a bonus action to retrieve this arrow from the compartment, the goo will emerge highly viscous and is now extremely sticky to the touch. It is glowing dimly.

When this ammunition makes physical and forceful contact with an object, it expodes and coats any creatures within a 10ft radius in a sticky goo.

Any creatures affected by this goo must succeed on a Dexterty saving throw (DC 15) or be considered restrained and must their action to perform a DC 15 Athletics or Acrobatics check to escape. The goo is considered strong enough to suspend a large or smaller creature against a vertical wall. Additionally, any surface covered in the goo is considered difficult terrain. The goo will remain for 1 hour, at which point it will harmlessly dissolve.

Exploding Arrow. Must set for a long rest.

Using a bonus action to retrieve this arrow from the compartment, the goo, now resin, will emerge hardened and sharp, no longer producing any light. Firing this arrow will not cause any additional damage. It looks and feels like a regular arrow unless an examiner performs a successful DC 16 Investigation or Nature check in which case they recognize the arrow as explosive. This arrow will remain inert for one day, after which the resin and arrow dissolve.

Using your reaction at anytime you are within 100ft of the arrow, you may utter the command word and cause the arrow to explode in a 15ft radius sphere. Any creatures within range of this spell must succeed on a DC 15 Dexterity saving throw, dealing 4d10 fire damage on a failed save and half as much damage on a successful one. Any flamable objects in the area ignite.

Gooey Conclusion. (Requires Attunement)

Must contain a full vat of goo and set a minimum of a long rest.

You close the quiver and utter the final command word. All the goo in the quiver starts to harden and generates a dull heat when touched. The quiver becomes unusable. After setting, the quiver can be placed or thrown with a range of (30/60). If an examiner performs a successful DC 16 Investigation or Nature check, they recognize the quiver as dangerously explosive.

The item is activated by repeating the command word within 100ft of the quiver as a bonus action. The quiver explodes in a 15ft radius sphere, dealing 10d10 fire damage on a failed DC 15 Dexterity saving throw and half damage on a successful save. Any flamable objects or creatures ignite.

The Quiver of Goo is destroyed in the process.

Stormstone

Wonderous item, uncommon (requires attunement by a Druid)

This jagged stone, with a thunderbolt inscribed on one side, is cracked and brimming with energy. Before a druid attempts to use their Wild Shape feature, they may to crack the stone as a free action, dealing 8 lightning damage to themselves in druid form. The transformation takes place, but the beast's appearance is now surrounded by harmlessly arcing lightning, it's skin or fur now showing veins of electricity coursing through with glowing blue eyes.

You now deal an additional 1d6 lightning damage at the end of a successful single melee attack or if any part of a multi-attack hits. This damage is only applied once per turn. If the form reverts for any reason, the effect ends. You still take the self-inflicted damage if you revert willingly. Works only on beasts of CR 1/2 or higher.

After reverting, the stone reappears in your hand, undamaged.

A Greater Stormstone (Legendary) deals 20 self-inflicted damage and deals 3d6 lightning damage. Only effective on CR 3 or higher beasts.