A mystical underwater glaive with a moonlit silver crescent blade, glowing softly with shifting blue runes. The shaft is wrapped in deep-sea kelp and inset with smooth pearls and barnacle-like carvings. Faint spectral mist drifts from the blade, and ghostly ripples of light shimmer along its surface like waves in moonlit water. The weapon pulses gently with a sense of ancient sorrow and hidden power, as if it’s humming an inaudible song of the deep.
Properties
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You gain a +3 bonus to attack and damage rolls made with this weapon.
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Deepflow (Mastered). You gain a 45 swimming speed, can breathe underwater, and are unaffected by underwater visibility, pressure, or terrain. You have advantage on attack rolls made underwater.
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Abyssal Whisper. Once per short rest, as a bonus action, you can cause the glaive to release a pulse of haunting oceanic force in a 10-foot radius. All creatures of your choice in the area must succeed on a DC 16 Wisdom saving throw or be frightened until the end of their next turn.
Sentience (Low)
Tidepiercer, Song of the Abyss is sentient (Int 10, Wis 14, Cha 12) with a passive awareness. It cannot speak but communicates through emotions and tones like currents in water — feelings of calm, warning, sorrow, or triumph. It can sense creatures within 60 feet while submerged.
It prefers wielders who show respect for the sea and its mysteries, and it grows restless if left away from water for long.
Task to Become Legendary: “Awaken the Abyssal Eye”
To reach its legendary form, the wielder must enter the Cradle of Silence, a trench so deep that sound itself is swallowed. At its heart rests the Abyssal Eye, a primordial sea consciousness. The wielder must offer Tidepiercer to the eye — and survive its gaze. This trial is one of identity: the Eye reveals the wielder’s deepest regrets, failures, and truths. Only by facing them without resistance will the glaive evolve and claim its full name.
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, Set: Innate Speed (Swimming), Advantage: Melee Attacks, Advantage: Spell Attacks, Advantage: Ranged Attacks, Damage, Combat, Sentient, Heavy, Reach, Two-Handed, Graze
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