Forged in the first great surge that followed the convergence of magic and ruin, Tidepiercer has transcended steel. Its form is fluid — silver and blue-green metal flowing like still water yet striking like a tidal surge. Echoes of ocean leviathans drift within its blade, and when it moves, the air smells of salt and distant storms.
Tidepiercer is no longer a weapon. It is a companion, a spirit of the drowned, and the living memory of the sea.
Properties
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You gain a +3 bonus to attack and damage rolls made with this weapon.
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Deepflow Eternal. You gain the following benefits:
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Swim speed of 90 feet
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Immunity to cold damage
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Amphibious: Breathe air and water with no limitation
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You are unaffected by underwater terrain, pressure, or visibility
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You can cast the following spells innately (no components required):
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Water Breathing (At-will)
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Control Water (1 charge)
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Maelstrom (5 charges)
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Tsunami (9 charges)
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Abyssal Sovereignty. Once per long rest, you may call upon the authority of the drowned. As an action, all creatures of your choice within 60 feet must succeed on a DC 20 Wisdom saving throw or become frightened and deafened for 1 minute as they hear the voices of every drowned soul that ever touched Tidepiercer. While frightened this way, they are also slowed, as per the slow spell. Creatures submerged in water have disadvantage on the saving throw.
Sentience (True Ally)
Tidepiercer, Heart of the Drowned Sea is sentient (Int 16, Wis 18, Cha 18), speaks Aquan, Primordial, and Common, and telepathically communicates with its attuned wielder.
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Personality: Calm, wise, and mournful. Tidepiercer behaves like an old friend or guardian spirit — offering advice, asking the wielder questions about their intentions, and occasionally singing softly in a language only understood underwater. It remembers the fall of the old world, the drowning of cities, and the pact made between sea and soul during the First Convergence.
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It does not serve its wielder — it chooses to walk beside them.
Curse of Mourning
If the wielder dies while attuned to Tidepiercer, the weapon reverts immediately to its Common form, becoming silent and inert. A soft sound of sobbing water echoes faintly from it for 1d4 days. During this time, no one else can attune to it.
Destruction
Tidepiercer can only be destroyed by voluntarily cast into the Abyssal Rift at the peak of a once-in-an-era event known as the Moonless Surge, when all tides fall away and the sea itself is still. Even then, it must be consumed by the Endless Maw with no soul attuned to it — otherwise, it returns again within a year, reborn at sea.
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, Immunity: Cold, Set: Innate Speed (Swimming), Damage, Combat, Sentient, Heavy, Reach, Two-Handed, Graze
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