Phial Charge. When you hit a creature with this weapon's sword and shield mode, it gains 1 phial charge up to a maximum of 5. The charges last until your next short or long rest.
Elemental Guard (Sword). As a reaction, when you are hit by an attack you can expend 1 phial to deal 1d4 (1d6 at Very Rare) damage to the creature, this damage is done as your choice of acid, cold, fire, or lightning.
Elemental Discharge (Axe). As a bonus action upon hitting a creature, you can expend 1 phial to deal an extra 1d6 (1d8 at Very Rare, 1d10 at Legendary) acid, cold, fire, or lightning damage (your choice).
Amped Element Discharge (Axe). As an action you can expend any number of phial charges and release a shockwave of acid, cold, fire, or lightning damage (your choice) in a 15-foot cone in front of you. Each creature in that area must succeed on a Dexterity saving throw equal to 8 + your proficiency modifier + your Strength modifier taking #d4 (d6 at Very Rare, d8 at Legendary) of your chosen damage type, where # is the number of phials you have expended on a failed save. On a successful save, the creature takes half as much damage. You can use this property a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
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