Weapon (glaive), very rare (requires attunement by a paladin, cleric)

This devilish glaive was carved from sharpened steel instilled with arcane burning blood to scar the weapon with a sanguine hue. At rest it appears like a simple red spike of about 6 ft, but when the a wielder, especially one touched by a devilish light, attunes to the weapon the steel is revealed to be Dynflesh Metal. This particular type of metal flows like blood whilst maintaining its horrific edge. This allows it to take many shapes add new spikes, hooks and serrated edges. 

When attuned to this weapon you gain the following effects: 

  1. DynFlesh Rite:  As a bonus action you can force your will through the arcana of the Metal itself causing it to transform rapidly adding additional mechanisms to bypass weaknesses in the armor. When this effect is utilized an additional +3 is made to all attack rolls. 
  2. Hope Rises: This weapon thrives in combat. As the thrill of combat begins the weapon lets out an almost aura of bravery around the wielder which manifests as a red shimmering light. Anyone considered an ally within this aura is immune to fear and all fear effects immediately end on the wielder. Additionally, they become addicted to the feeling and must make a DC 18 Wisdom check to actively move away from the weapon and its wielder. Like an addiction to hope and a desire to sow the ground with the blood of your enemies. This effect only ends when the wielder no longer feels like there is a threat and combat has ended. While this effect is active the irises of the wielder become of Blood and Sea. The eyes of the wielder become a deep crimson ruby or a dark shadowy sapphire. If the wielder has at least 2 eyes they will always be of different colors, but if the wielder only has one eye then it will always choose to be deep crimson ruby. 
  3. And Blood Drowns: Once per long rest the blade can call forth the love of the sea and all those that had died in it. Their thoughts, prayers, and essence of al the drowned of the many oceans are pulled forth into a great crimson orb before exploding outward into a dense crimson wave of ichor. The ichor crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The blood then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. Any creature hit by this must make a DC 18 Constitution saving throw or become poisoned by the blood wave. Creatures poisoned in this wave are stricken with horrific illness and concurrent grief causing all their attacks to be made at  disadvantage unless they spend an action to remove the blood from their or are submerged in a sufficient amount of water. Additionally, the creature if able vomits, forcing them to lose their movement on the first turn after being hit. This mimics Tidal Wave except blood is utilized and a drop of blood is used as a catalyst. 

 

You have a +3 bonus to attack and damage rolls made with this magic weapon.

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, paladin, cleric, Damage, Combat, Heavy, Reach, Two-Handed, Graze

Item Tags: Damage Combat

Alastrius

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