An ancient weapon from a forgotten civilisation, rumoured to be forged in the city of the dead and possessed by the foul spirits of its denizens. the Glaive is made of black iron with a bell in the centre of the blade. Sickly green runes and hexes are scratched into the surface of the blade. Designed to hasten any creatures path to the grave this weapon has a +2 to attack and damage rolls and additionally deals an extra 2d8 necrotic damage to any target it hits. However this weapon also draws its wielder to closer to death, giving disadvantage on death saving throws.
Once per short rest you can expend a charge as an action, ringing the bell built into the weapon and taking 10 (3d6) psychic damage from the strain. Upon ringing the bell roll a 1d6 and determine the effect from the table below.
1. All non allied creature that can hear the chime within 30 ft must succeed on a Wisdom save again your spell save DC or become frightened for 1 minute, an affected creature can repeat the save at the end of its turn, ending the effect on a save.
2. All non allied creature that can hear the chime within 30 ft must succeed on a Wisdom save again your spell save DC or take 16 (4d8) psychic damage.
3. All allied creatures that can hear the chime within 30 ft gain 16 (4d8) temporary hit points
4. the user deals additional necrotic damage equal to their proficiency bonus on melee attacks for 1 minute.
5. All non allied creature that can hear the chime within 30 ft must succeed on a constitution save again your spell save DC or take 12 (3d8) thunder damage and become deafened for 1 minute, an affected creature can repeat the save at the end of its turn, ending the effect on a save.
6. roll again twice taken the two results, ignoring 6.
"the bell rang six times, each one louder than the last, but when the seventh toll rang out only deafening silence fell"
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: Necrotic, Disadvantage: Death Saving Throws, Bonus: Magic, Damage, Combat, Heavy, Reach, Two-Handed, Graze
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