You have a +4 bonus to attack and damage rolls made with this magic weapon.
- Magical Cutter. If you would damage a monster with slashing damage and it's immune to it, instead it is resistant(it takes half damage) to slashing damage.
- Quick To Act. You have a +1 to Intiative rolls.
- Iron Swan. You can use your Bonus Action, to increase your reach with this melee weapon by 5 feet.
- If It Bleeds. Whenever you hit a non-undead or non-construct creature with this weapon, They must succeed a Constitution saving throw(DC19) or gain 1 token of the Bleeding condition.
- Bleed Out. If you critical hit a enemy, they fail the save and gain 2 tokens of the Bleeding condition.
Bleeding Condition. At beginning of your turn, you take 1d6 true damage(This damage can't be reduced by any way) for each token of the bleeding condition. You can use your Action to reattempt the Constitution saving throw(DC19) to remove 1 token if you succeed. Spells such as Lesser Restoration(5 or less tokens), and Greater Restoration(10 or less tokens) will remove all tokens of the Bleeding condition. Some items such as bandages and salves can help remove these tokens as well.
- Exhaustive Power. You can use your Bonus Action to add one additonal damage die when you would roll damage dice with this weapon(for only 2 of your turns counting your next turn as the first turn), after this effect ends gain 2 levels of Exhaustion.
Cursed. This glaive is cursed. Attuning to this item curses you until you are targeted by a Remove Curse, Greater Restoration spell or similar magic cast at 9th level or higher.
- Rest For The Wicked. You can only remove levels of Exhaustion from a long rest.
- Lightly Armored. You can only equip light armor or no armor while attuned to this weapon.
- No Magic. You cannot cast spells while attuned to this weapon.
- Hauntings of the Past. You have -2 to Int, Wis, and Cha saving throws
- Carnivorous Diet. You can only consume meat and must eat 2 times as much as before.
- Zealous Nature. Whenever a Healing spells or Healing potions would regain you hit points, regain half instead(rounded down).
- Zealous Fervor. Whenever a friendly spell is cast on you roll a d20,
- On Evens. The spell effects you as normal.
- On Odds. The spell has no effect on you.
An artifact from a bygone era gleaming with untold peculiar power, a sentence hidden in the shaft of this glaive reads, "A primal spirit has overtaken me. I am... MORE.".
Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Magic, Bonus: Initiative, Bonus: Intelligence Saving Throws, Bonus: Wisdom Saving Throws, Bonus: Charisma Saving Throws, humanoid with 17 or more Strength and Dexterity, Damage, Combat, Cursed, Heavy, Reach, Two-Handed, Graze
Previous Versions
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1.0
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1.2
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