Weapon (halberd), very rare

A gleaming two-handed adamantine staff, its seams shift as if alive. Arcane runes along its length pulse with heat, and faint red sparks trail along the metal when held.

Counts as a magical quarterstaff for overcoming resistance and immunity to nonmagical attacks and damage. Requires two hands to wield. 

Critically hits on a 19-20 gaining one charge when it does so.

Allows the user to swap a bonus action polearm strike with a normal attack.

Forms (instant, no action required). The staff can instantly shift into one of the following forms at will:

  1.  Staff Form (default).

    • Melee: quarterstaff, 2d8+str bludgeoning.

    • Provides +1 to spell attack rolls while wielded.

  2. Pike Form.

    • Melee: 2d10+str piercing, reach 10 ft.

    • Finesse: can use Strength or Dexterity for attacks if proficient.

  3. Halberd/Glaive Form.

    • Melee: 2d10+str slashing, reach 10 ft.

Arcane Charges. The staff has 5 charges per day, regaining all expended charges at dawn.

Flickering Flame Strike (1 charge). Spend 1 charge to make an additional melee attack it will deal an extra 1d20 fire damage if it hits.

Shaper’s Flame (3 charges). Expend all 3 charges to cast Fireball at 7th-level (DC = 8 + proficiency bonus + spellcasting ability modifier, or DC 16 for non-spellcasters). The fireball originates from the tip in Pike or Halberd or Glaive Form, otherwise from your hands.

Proficiency with a Quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Proficiency with a Halberd 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.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: Heavy, Reach, Two-Handed, Cleave

Zezer

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