Weapon (glaive), very rare (requires attunement by a Dragon (in huminoid form) or Dragonborn paladin of good alignment, and requires one long rest of meditation and constant contact with the glaive to attune. Any other creature that attempts to use the Barb will suffer 1d6 cold damage/round, and gains none of the benefits of the glaive.)

Azhaq's Barb, a magical glaive crafted in the likeness of that born by the Silver Dragon Paladin of the same name.

+1 on attack/damage/AC while equipped. (+2 vs. evil dragons)

When you hit with an attack using this magical glaive, on rolls of a natural 15 or better, the target takes an extra 1d6 cold damage and is slowed by 10' for one round. Successive hits that meet this requirement will stack the slowness, up to 3x.

Dragonkind of evil alignment within 10' of the weapon will have disadvantage on attacks against the wielder, who attacks/saves with advantage against same.

In addition, while you hold the weapon, you have resistance to fire damage and advantage on saving throws against all fire-based damage.

On command, the Barb's blade will illuminate, casting a blue white light for 10', and dim light for an additional 10'. This can be reduced to 5'/5', or flare brightly to 20'/20' for 1r, 1/D, causing all enemies within 5' to have disadvantage on all attacks. Utilizing the flare will quiesce the ability to cast light for one (1) hour.

Azhaq's Barb is semi-sentient, and able to detect evil dragonkind within 200'. It will convey this information to the attuned wielder via a sense of the dragon and a slight pull in its direction.

 

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: Damage: Cold, Resistance: Fire, Advantage: Melee Attacks, Advantage: Ability Checks, Speed Reduction: Impose, Bonus: Magic, Bonus: Armor Class, Dragon (in huminoid form) or Dragonborn paladin of good alignment, and requires one long rest of meditation and constant contact with the glaive to attune. Any other creature that attempts to use the Barb will suffer 1d6 cold damage/round, and gains none of the benefits of the glaive., Damage, Combat, Warding, Sentient, Heavy, Reach, Two-Handed, Graze

Item Tags: Damage Combat Warding Sentient

macster7

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