Many generations ago, a terrible fire elemental was terrorizing a group of wood elves, burning crops and killing live stock. The elves desperately cried out in fear very day, hoping for reprise from the entertainment of this elemental. To help them, a powerful dryad created a weapon for them, only to be taken up by their most verdant protector of nature. The more dedicated this warrior was, the more powerful this polearm would become. Using this weapon, they managed to drive away the elemental, continuing to pass it down from generation to generation, gifting it to their fiercest guardian.
This weapons rarity depends on the attuned creatures link to nature. The uncommon variant can be attuned to by any druid, ranger, or other nature based characters such as Nature Domain druids, or Totem Warrior Barbarians (up to DMs discretion). This weapon can unlock its higher forms by its user committing acts that are positive to nature, such as saving animals and plants from being unnaturally killed, planting trees, and stopping those who would harm nature or disrupt the balance of life in an ecosystem.
While attuned to this weapon you gain the following benefits;
(Uncommon): You have a +1 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you can use an action to cast Plant Growth. Using the spell while holding this item will create corn plants in a 20 foot radius if there isn't plants in the ground to manipulate. Once you use this property, it cannot be used again until next dawn.
(Rare): You gain proficiency in the Nature or Survival skills. If you already have proficiency in one or both of these skills, you instead gain expertise in one of these skills. You also gain access to the Thorn Whip cantrip, using your Wisdom as the spellcasting modifier.
(Very Rare): The +1 bonus to attack and damage rolls on this weapon increase to +2. Additionally, when you would be subject to fire damage while holding this weapon, you may use your reaction to gain resistance to that damage, and force a creature to make a Dexterity save, the DC being 8 + your proficiency bonus + your Wisdom modifier. On a failed save, that creature takes 6d6 magical bludgeoning damage, taking half on a success, as the corn kernels pop and explode towards them. You may use this reaction once per day, the kernels regrowing at dawn.
(Legendary): The +2 bonus to attack and damage rolls on this weapon becomes +3. When you cast Plant Growth with this weapon, the terrain effected also does 2d4 piercing damage for every 5 feet a creature moves within the space. You gain more uses of your Kernel reaction, up to your proficiency bonus, and when using it you gain immunity to the instance of fire damage instead of resistance.
Proficiency with a Pike 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.
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Notes: Bonus: Magic, requires attunement by a ranger, druid, or other nature based creature (DM's discretion), Damage, Combat, Heavy, Reach, Two-Handed, Push
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