Weapon (glaive), legendary (requires attunement)

I am keeping logs on this weapon that I have constructed for Designation 6H4R0N. This weapon is extremely powerful; in fact I fear right now it may be too powerful for him. Therefore I have locked some of it's abilities until he is strong enough to use them. I am going to detail the specifics of this weapon below. - Unknown 

This weapon is constructed specifically for the Warforged 6H4R0N. DM's who are seeking to use this weapon for characters in their campaign can adjust the language of the weapon in accordance. Attachment 57YX is an evolving weapon, growing more powerful alongside its wielder. The weapon is stored inside 6H4R0N. The weapon's power is immense, and as such it takes up two attunement slots. 6H4R0N cannot wield other weapons while attuned to Attachment 57YX. The weapon has a thrown range of 30/120, and any effects that require a spell save use 8 + Wis + Proficiency.

At level 1, the glaive is a +1 magic weapon. When attuned to the weapon, 6H4R0N can choose a different damage type to infuse the blade with at the end of a long rest: Radiant, Necrotic, Fire, Lightning, Thunder, Cold, Poison, Acid, Psychic, or Force. The glaive does an extra 1d6 of the chosen damage type. 

At level 5, the weapon becomes more versatile. Attachment 57YX now gives the user the ability to use a Charged Attack once per long rest. The Charged Attack changes depending on the infused weapon type.

Radiant: Orbiting Light:  You throw the glaive, which orbits around you, attacking all enemies within 5 feet of you. You can choose to roll for each of these hits or just roll once for all of them. Regardless, for one minute afterwards, the spell Moonbeam cast at 4th level is centered on you, but cannot harm you.

Cold: Piercing Frost: Choose a point within 60ft. 4 Ice Knives cast at 1st level appear and bombard the chosen area.

Fire: Erupting Flames: Choose a point within 30ft and make a slashing motion with the glaive. Flames erupt from the ground in a 20ft line originating from that point. Each creature must make a Dex saving throw, taking 3d12 fire damage on a fail or half as much on a success.

Necrotic: Deadly Crush: Choose a point within 30 feet. 6 giant bone copies of the glaive rise up from the ground and all slam down onto the target area. A creature must make a Dex save, taking 6d6 bludgeoning damage and being knocked prone on a fail, or taking half damage and staying upright on a success.

Lighting: Rapid Jabs: You can double the amount of Attacks you make with your multiattack.

Force: Power Blast: You slam the butt of the glaive into the ground and a shockwave is sent out. All creatures in a 20ft radius centered on you must make a Strength Saving throw, taking 6 d6 force and being blasted back 15 feet on a fail, or taking half damage and not being pushed back on a success.

Thunder: Boomburst: You create an invisible copy of the glaive made of sound and hurl it at a point you can see within 80 ft. Make a ranged attack. Regardless of the outcome, the glaive explodes in a loud explosion of sound. All creatures within a 20 ft radius must succeed on a Con save, taking 8 d6 and becoming deafened for 1 minute on a failure, or taking half damage and not being deafened on a success.

Acid: Corrosive Spray: The weapon's tip opens and sprays acid in a 30 foot cone. All targets within that cone need to make a Dex save, taking 3 d6 acid damage and having all non magical weapons and armor corroded, giving them a -2 on a failure. On a success, the acid damage is halved, and the corrosion is reduced to a -1.

Poison: Tipped Strike: The weapon's tip glistens with an iridescent poison. For one minute after activation, whenever you land an attack, roll a d6 and the target must make a Con save. On a success, nothing happens. On a failure, depending on the roll of the d6, the following effect happens: 1. The target is blinded for 1 minute; 2. The target is paralyzed until the end of your next turn; 3. The target is deafened for 1 minute; 4. The target is poisoned for 1 minute; 5. The target is charmed by you for 1 minute; 6. The target takes an extra 2 d6 of poison damage. These effects can stack.

Psychic: Teleporting Strikes:  You throw the glaive as part of your multiattack. Hit or miss, you can choose to instantly teleport to the weapon and continue attacking.

At level 8, the glaive grows more powerful. The glaive is now a +2 weapon, and the damage type can be changed as a bonus action.

At level 11, 6H4R0N has discovered that it and 57YX run on the same energy source, and it can sacrifice some of its energy to recharge the weapon or vice versa. As an action, you can overclock or drain the weapon, regaining your Charged Attack use but gaining a point of exhaustion with the former, and expending your Charged Attack to heal 2 d10 damage and all conditions with the latter. Charged Attack is now regained after any rest, and Charged Attacks no longer can hit allies.

At level 13, two infusions can exist on the glaive at once. Doing so locks the glaive into those attributes until you finish a rest, but you deal both bonus damages, and you can choose which Charged Attack you wish to use.

At level 15, the blade becomes a +3 magic weapon and the bonus damage increases to 2 d6.

At level 17, the weapon performs a role as defense as well. Depending on the damage attribute, you can cast a different Wall spell once per rest.

Radiant: Wall of Light:  You cast Wall of Light at 6th level.

Cold: Wall of Ice:  You cast Wall of Ice.

Fire: Wall of Fire:  You cast Wall of Fire at 6th level.

Necrotic: Wall of Bones: A wall of bones erupts from the ground. This wall has the same stats as a Wall of Thorns. On a failed Dex save when the wall appears, a creature is trapped in the wall, requiring a Strength save to break free.

Lighting: Wall of Lightning: You cast Wall of Lightning.

Force: Advancing Wall of Force:  You cast Wall of Force and can move it 10 feet on your turn as a bonus action. If it moves into a creature's space, the creature is forced back 10 feet and takes 6 d8 force damage.

Thunder: Wall of Wind: You cast Wall of Wind and as a bonus action you can send out a small whirlwind from the wall, reducing it's size by 10 feet. Make a ranged spell attack against a creature you can see within 60ft. On a hit, the creature takes 5 d8 bludgeoning damage and is knocked prone.

Acid: Wall of Leaking:  You cast Wall of Stone, and the wall appears with streams of acid running down one side that you choose. If a creature touches that side of the wall, it takes 2 d10 acid damage.

Poison: Wall of Poison Water:  You cast Wall of Water, and the weapon’s poison flows through it. The wall cannot be frozen, can be up to 60 feet long, and poison damage that has to travel through the wall to reach its target is halved. The first time a creature enters the wall on its turn or ends its turn there, it must make a Constitution Save. On a failed save, it takes 2 d10 poison damage and is poisoned for 1 minute. On a success, the creature takes half damage and is not poisoned.

Psychic: Wall of Psionic Sand:  You cast an enhanced Wall of Sand. The wall can be up to 60 feet long instead of the normal 30, and in addition, you can make a ranged spell attack to shoot out a blast of sand at a creature within 60 feet of the wall. On a hit, the creature takes 4d8 slashing damage and is blinded as well as one of the following, which you roll a d4 to determine: Charmed (1), Deafened (2), Frightened (3), or Stunned (4). Regardless of whether you hit or miss, the wall's length is reduced by 10 feet. If the wall's length reaches 0, the spell ends. When a creature first enters the wall or ends its turn there, it takes 4d8 slashing damage and is blinded as well as whatever you roll on the chart.

At level 20, the glaive is now truly a part of 6H4R0N. The weapon only takes up one attunement slot, allows you to wield other weapons, and you have two uses of Charged Attack per rest.

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

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, Damage, Combat, Heavy, Reach, Two-Handed, Graze

Item Tags: Damage Combat

Fantasysword357

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