You have a +1 bonus to attack and damage rolls made with this magic weapon.
The weapon has 3 charges. While holding it, you can use an action to expend 3 charges to make your ancestors fight with you. In a 15-foot radius, spirits of fallen warriors arise. When a creature of your choice enters the aura for the first time on its turn or starts its turn in the aura, the target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 1d10 force damage and can't take reactions.
When you hit an attack using this weapon, you can expend 1 charge to deal an extra 2d4 force damage as the weapon's runes glow with blue light.
The halberd regains 1d4 - 1 expended charges daily at dawn.
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: Magic, Damage, Combat, Heavy, Reach, Two-Handed, Cleave
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