Aether is not simply a weapon. Crafted from the leftovers of the fabric of the universe it is possibility itself. The ideal tool for killing a god...
Aether has the following powers:
- +2 to all attack rolls.
- +1d8 damage to all damage rolls.
- Many Forms: Fashioned from the raw material of creation, the Aether can shape itself to the needs of its owner, taking the form of any melee weapon the attuned wielder wishes (it can also become a ranged weapon, but it would be unwise to so casually throw away so powerful a tool). As a reaction the attuned wielder may simply will the weapon to change. It inherits all the qualities of the weapon it becomes.
- Vicious Critical: When a critical is dealt with the Aether it deals three times the normal damage, instead of two.
- God-Killer: The Aether ignores all resistances and immunity to damage.
- Swift Reaction: The Aether grants a limited amount of precognition. The attuned wielder can add 1d8 to its initiative rolls, and gains advantage on all saves or checks to avoid being surprised.
- Untapped Potential: The Aether has a pool of 6d8 which can be added, one at a time, to any rolls the attuned wielder has to make (i.e. saves, skill checks, attack rolls and damage rolls). This pool recharges at dawn each day.
Proficiency with a Maul 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.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: For Gwawr, Heavy, Two-Handed, Topple