As an action, you create a long, thin blade of razor-sharp crystals that you wield as a melee weapon of your choice for one hour. On a hit, the weapon deals 2d6 damage of the same damage type as the weapon's chosen form. Any creature struck by the blade must make a successful DC 14 Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s stun effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.
The blade lasts until you stop concentrating on it as with a spell, the duration expires, or you let go of the blade for any reason. The Sea Shard has one charge that resets at dawn.
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: Damage: Melee Weapon Attacks, Ignore Weapon Property: Two-Handed, Ignore Weapon Property: Heavy, Weapon Property: Finesse, Damage, Combat, Heavy, Two-Handed, Topple
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