Weapon (glaive), artifact (requires attunement by a At midnight during the new moon.)

The item can speak, read, and understand common, undercommon, giant, dwarvish, draconic and gith. In addition, the item can communicate telepathically with any character that carries or wields it.

Hearing and Darkvision to 120 ft.

Alignment: Neutral

Bane: The item seeks to defeat or destroy creates of a particular kind: Wizards. It also does double damage to them.

Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.

Attempt to take control of its wielder: If Agnar attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the Agnar's Charisma modifier(DC 17). On a failed save, the wielder is Charmed by Agnar for 1d12 days. While Charmed, the wielder must try to follow the Agnar’s commands. Whether the attempt to control its user succeeds or fails, Agnar can’t use this power again until the next dawn.

Agnar has a Wisdom score of 20, an Intelligence of 20 and a Charisma of 20.

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: Melee Attacks, Bonus: Melee Reach, Damage: Slashing, At midnight during the new moon., Heavy, Reach, Two-Handed, Graze

Insani1022

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