This glaive is shockingly light for its size, and has a strange gravitational pull that allows it to be swung and spun in ways that normally wouldn't be possible. You have a +1 bonus to attack and damage rolls made with this magic weapon, and in addition, you gain the following abilities while you're wielding it:
Catharsis. When you use all of your movement before making a melee weapon attack with this weapon on your turn, you gain a Catharsis die. At the end of each of your turns where you have at least one Catharsis die, you may roll 1d6 in order to add the number rolled to your initiative. You may only make use of this ability until you have the highest initiative out of any participants in the combat.
Spinning. As a bonus action, you can begin to spin the Archimedean. Spinning the glaive requires concentration, as if concentrating on a spell. While this weapon is being spun, it gains the following bonuses:
- You cannot have disadvantage on your weapon attacks with this weapon.
- You gain 10 additional feet of walking speed.
- You can spend a Catharsis die to replace one of your attacks with throwing the glaive, creating a 15-foot long, 10 foot wide line extending from you. Each enemy in this line must make a Dexterity save equal to 10 + your hit bonus with this weapon or take slashing damage equal to 3d6 + your Strength modifier. Using this attack stops this weapon from spinning.
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
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