Weapon (glaive), artifact (requires attunement by a Yuan-ti)

The Dormant Apophis: Being trapped within the temple of Amber for centuries has caused the Goddess to retreat into the ancient blade. All charged abilites are regained upon a short rest, all attacks are magical, and charge attacks are always active in sandy environments, with the exception of Sand Sarcophagus.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon does 1d10+2d4 fire

Sand walker. On sand your movement increases by 10ft and you suffer no effects from difficult terrian. You can teleport your movement speed in a sandy area to as a bonus action

Dune Vortex (One Charge). A whirlwind of sand surrounds your blade, and launches a vortex of sand within 60 ft of you. Each creature in a 10ft radius of the point you choose makes a Dc 14 dexterity saving throw. The target takes 5d4 bludgeoning damage on a failed save or half as much on a succesful one. Each creature also within a 10ft radius of the vortex must make a Dc 14 strength saving throw or be pulled into the vortex and make the original dexterity saving throw. Creatures in the vortex are considered blinded and must make the strength saving throw to move. The vortex disappears at the start of your next turn. 

Awakening the Apophis : Massive quantities of souls and blood are required to awaken this once great blade.  250 souls must be absorbed into Amber to awaken her. Constructs, plants, beasts, oozes, and weak undead(CR4 and below) do not work to awaken the blade. Celestial blood is most potent, as it was forged in the blood of a goddess. Celestials count as 10 souls towards awakening the blade. A ritual is needed to fulfill the awakening in which Apophis is covered in sand and blood, then prayed over for a short rest

The Awakened Apophis: After washing in the blood and souls of hundreds, Amber is awakened from the torrent of sand and blood.

The Awakened Apophis. This naginata does 1d10+4d4 fire. You have a +2 bonus to attack and damage rolls made with this magic weapon. Dune vortex's damage increases to 8d4, dc increased to 17, has two charges, and can pull creatures in from 20ft away. It has the additional properties. 

Recall. The Wielder can call the name of Apophis or the Goddess herself to summon the weapon to their hand instantly. 

Senteince. Apophis is a sentient weapon inhabited by Amber, a Desert Goddess. She is of neutral evil alignment, with an intelligence of 20, a Wisdom of 23, and a Charisma of 26. She has hearing a darkvision out to a range of 120 feet. This weapon communicates with her wielder telepathically and can speak, read, and understand common, Abyssal, Draconic, Celestial, and Yuan-ti. 

Personality. Apophis contains the soul of the desert goddess Amber, a once kind and benevolent soul turned into a spiteful and cautious upon her death. She is untrusting of everyone, as it was her trustfullness that brought about her death. She hates being called Apophis and will lash out at the one who called her such. Secretly she still has a good heart, but forces that part of herself into the back of her mind, her fear and doubt overcoming her rationality. Amber will only allow someone who she consideres a trusted friend to see her old self, a self of love and honesty. 

Accumulate Sand. The Goddess yearns for her home, the naginata consinuasly drips sand from its form. The Goddess can cease the sand if need be

Shroud of Sand (One charge). When holding Apophis you become the sand around you. For 10 minutes when moving you become invisable to all means of non-magical detection, have resistance to non magical damage, do not trigger opportunity attacks, and can move through bodies of sand as if it were air. Your senses are not impeded

Sand Stone Barrage (Two charges). Spears of the sand rise to impale your foe. 3d4 Spears of Sandstone surround the blade of the naginata that deal 1d8+2 piercing per spear and last for 1 minute. You can take your action to choose how many spears to launch at a creature. If you attack with a melee hit any spears not launched will deal half their damage as well. These spears shatter after making an attack with them, whether or not they hit. 

Exalting Apophis. While she is awake, Amber is still weakened. An aditional 250 are needed to bring Amber back to their full glory. Restriction from awakening still apply and other ritual is needed. 

The Exalted Goddess. This naginata does 1d12+5d4 fire.  You have a +3 bonus to attack and damage rolls made with this magic weapon. The Dc's of Dune vortex increases to 20, the damage increases to 12d4, has three charges, and can pull creatures in from 30ft away. Sand stone Barrage now summons 5d4 spears and has 3 charges. Shroud of sand has 2 charges. 

Sand Sarcophagus (One charge). Let the desert eat all foes of the Goddess. The sand opens up to swallow a creature of your choice. The creature must make a Dc 20 dextarity saving throw, on a failed save the creature is entomed in sandstone and takes 20d6 bludgeoning.On a sucessful save the creature moves it's size horizontally in any direction of it's choice. While entomed the creature take 5d6 bludgeoning damage on its turn and is considered restrained, blinded, and deafened. To break free of the tomb requires a DC 24 strength saving throw. If the creature breaks free it is buried in 20 feet of sand and takes one action to make it back to the surface. One a Successful hit this ability can not be used for 3 days. This ability can only be used in sandy environments. 

SandStorm (Two charges). Let the sands batter and blind all those around. In a 120 radius centered on the player a sandstorm is emitted for 1 minute, all creatures must make a Dc 20 constitution save or be blinded. Creatures can remake the saving throw at the end of their turn. On succees the saving throw the creature is no longer blinded and is immune to the Sandstorm for the rest of it's durration. If a creature starts it's turn in the sandstorm it take 1d6 bludgeoning damage. You are immune to all effects of the sandstorm

Rapid Wasteland. Let your surroundings become a home for your Goddess. You take two rounds to convert the surrounding lands (250 radius set on you) into a desert. You can use all abilities that require a sandy environment.

Pulsing Sand. It is immpossible to hide from the Goddess in her our home. On sandy environments you can detect anything within 120ft of you as long as it and you are touching the same sandy environment. (Think seismic waves that exclusivly go through sand/sandstone)

Shell of Sandstone. Amber's trust is hard earned, but those that due manage it benefit greatly. When Amber takes a liking to it's wielder she will protect them from death. There is a chance that when you would have gone down you instead go down to 1 Hp and are encased in sandstone(This chance is higher the more she likes you). This sandstone has 100 Hp and an ac of 16. The user is effectivly put into stasis untill the shell is gone. The shell doesn't protect them from spells such as earth quake or any spell that would go through stone. The sandstone crumbles away on the command of Amber.

A naginata protected by the Yuan-ti of A'kir, inhabited by the spirit of Amber. Amber was a benevolent Goddess durring her life time, helping the inhabients of the desert and any travelers. She took a special interest in the Yaun-ti and for hundreds of years she tried to lead them to better themselves. After much strife she beleived the Yuan-ti had truely changed, their hostilities halted with neighboring villages and even showing hospitality to desert travelers. She was tricked into desending from the heavens to join the Yuan-ti at a feast in her honor, when she was betrayed at the Dinner table. The shackled the Goddess, her powers weakened by her physical form, but also by the psychological damage inflicted by their betrayl. They beheaded her and in her blood they forged a mighty weapon, the naginata Apophis. Wielded and corrupted by the highpriestess of Sseth, she was forced to watch as her powers where used to subjugate the desert which she so dearly loved. After the death of the Highpriestess, many Yuan-ti fought for the right to wield Apophis until it was decided no current Yaun-ti had the power to control the Goddess. Apophis, along with Amber inside of it, was sealed in her own temple that the Yuan-ti had built when she still believed that they could change. Amber has festered inside of Apophis for centuries, her anger and bitterness growing at each passing moment. Sealed in the temple, she waits for an opertunity to be freed while her power and sanity decays. 

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: Magic, Recall, Yuan-ti, Damage, Combat, Sentient, Heavy, Reach, Two-Handed, Graze

Previous Versions

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Item Tags: Damage Combat Sentient

Aleon5674

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