Weapon (halberd), artifact (requires attunement by a Spellcaster)

This 2 meter long polearm has an intricately shaped dragon's head blade affixed to its head, the end is also capped with a heavy white quartz crystal. This heavy weapon has the same statistics as a Halberd except it also deals +2 to attack and damage when using the glaive in a melee attack. In addition it adds +2 to spell attacks and increases spell save DCs of the wielder by 2. It once possessed the capacity to store spells cast into it for later use, but an encounter with a dying astral dragon forever changed the magical weapon. 

Nyetor was once an ancient dragon that roamed the Astral Sea. Over the four millennia that they called the Astral Sea their home Nyetor changed from the experience, so much so that not even they remember the color of the scales they were born with. In their younger years Nyetor lived their life as the bane to all illithids they encountered, seeking to end whatever machinations the mind flayers were wreaking upon the sea. In their later years however Nyetors temperament had shifted to be more of a sage of the great void, lending aid in knowledge and resources to the few goodly denizens of the Astral Sea. 

After encountering followers of the goddess Shar, Nyetor was taken prisoner and through horrific experimentation was nearly converted into a monstrous follower of the goddess of darkness. The intervention of a sorcerer carrying this glaive allowed the spirit of Nyetor, as their physical form perished during the conversion process, to enter the glaive and become forever bound to it.

Sentience. The Glaive of Nyetor is considered a sentient neutral good artifact with an Intelligence of 18, Wisdom of 15, and Charisma of 19 as well as darkvision and truesight out to a range of 120 feet.

The spirit of Nyator can speak, read, and understand Common as well as Draconic, and it can communicate with the wielder of the glaive telepathically out to a range of 120 feet. Nyator speaks with an echoing ethereal voice and rarely expresses emotion in its tone.

Nyator also still retains all of the knowledge of the Astral Plane that they possessed from the millennia they lived there as well as their vast understanding of the workings of magic. This gives them the ability to roll History (+9) and Arcana (+9) for such knowledge to aid the wielder of the glaive. It also has a Passive Perception of 18.

Personality. Nyetor, despite living on within the glaive, understands that their ability to affect the world around them is limited by the individual that wields the glaive. They have always tried to use their knowledge and power to the betterment of those that are in need, but they prefer to do so in an empowering way rather than finite intervention. As such they will try and guide the individual that wields the glaive to perform acts of goodness.

If Nyetor does not believe the wielder of the glaive aligns with their desire to do good then they can suppress the powers of the glaive.  The wielder can attempt to force Nyetor to do what it wants by making a successful Wisdom Saving Throw (DC 20). On a success the wielder can use all of the abilities of the glaive, but on a failed save they only gain the +2 bonuses to melee attacks and the +2 bonus to spell attacks and spell save DCs.

Empowered Mind. Nyetors mental fortitude in life is what allowed their spirit in death to become part of the glaive. Becoming attuned to the glaive also grants some of this fortitude to its wielder. While attuned to and wielding the Glaive of Nyetor you are resistance to Psychic damage and have advantage on Intelligence Saving Throws. In addition, magical effects cannot put you to sleep, or render you unconscious, or cause you to gain levels of exhaustion

Magic. The Glaive of Nyetor has 10 charges and regains all its expended charges daily at dawn. While attuned to and wielding the glaive, you can expend a number of charges to activate one of the following magical properties:

  • While performing an attack action with the glaive, you can expend 1 charge to cause two spiritual claws emerge from the glaive and strike your target as well. Each of these claws attack with a +11 to hit and deal 2d8 + 5 psychic damage. This effect only occurs once during the attack action regardless of the number of attacks you perform during the action.
  • You can cast one of the following spells from the glaive (spell save DC 20) be expending the necessary number of charges: Detect Evil and Good (1 charge), Detect Thoughts (1 charge), Blink (2 charges), Phantasmal Killer (2 charges), Dispel Evil and Good (3 charges), Mass Suggestion (3 charges), Feeblemind (4 charges)
  • You can expend 3 charges as an action to perform the Psychic Wind ability. This causes a blast of psychic wind to emanate from the glaive. Each creature, other than the wielder, within 20 feet of the glaive must succeed on a DC 20 Intelligence saving throw. On a failed save a creature takes 4d10 psychic damage and becomes stunned for 1 round; on a successful save they are not stunned but still takes half damage.

Anchor. While attuned to and wielding the Glaive of Nyetor, as a bonus action, you can utter a command word and cause it to become magically fixed in place. Until you or the spirit of Nyetor chooses to end the effect, the glaive doesn't move, even if it is defying gravity. Ending the effect does not take an action and the wielder can telepathically ask Nyetor to end the effect as long as they are within 120 feet of one another. The glaive can hold up to 8,000 pounds of weight, any more than that will cause the anchor effect to end and the glaive will fall to the ground. If the glaive is anchored and not being held by its wielder, another creature can use an action to make a DC 30 Strength check, moving the position of the glaive up to 10 feet on a success.

While the Glaive of Nyetor is anchored the creature attuned to the glaive can telepathically ask Nyetor to perform the Psychic Wind ability described above. This still takes an action and requires 3 charges to perform in addition to Nyetor and the creature needing to be within 120 feet of one another to communicate, however if the attuned creature is within the area of the Psychic Wind ability they are immune to it.

 

Proficiency with a Halberd 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.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Notes: Bonus: Spell Attacks, Bonus: Magic, Bonus: Spell Save DC, Advantage: Intelligence Saving Throws, Resistance: Psychic, Immunity: Exhaustion, Immunity: Unconscious, Spellcaster, Buff, Debuff, Combat, Sentient, Heavy, Reach, Two-Handed, Cleave

Item Tags: Buff Debuff Combat Sentient

Miko

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