This halberd looks as though it was badly burned in a fire. Pieces of coal flake off, and an odor of smoke emanates from it. Feelings of loss and despondency are experienced whenever someone first touches it. On the blade written in celestial are the words:
"The fires of freedom still burn."
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon has a number of charges equal to the attuned creature's proficiency bonus. All expended charges are restored each dawn. [DnD Beyond doesn't let me scale by PB so this is the PB=3 version of the weapon]
Once per turn, if a creature is attuned to this weapon and hits with a melee attack made using this weapon, they can choose to expend a charge and attempt to brand the target of the attack, as the blade begins to glow red hot. The target of the attack must make a DC15 constitution saving throw, or take 2d6 fire damage (half damage on a successful save). Any creature with immunity to fire damage automatically succeeds on this save, and a creature with resistance to fire damage has advantage. Additionally, a target that fails this save is branded, halving their movement speed and strength score until the end of your next turn. Whenever a charge is expended, the wielder also takes 1 fire damage.
This weapon faintly glows whenever it is wielded, producing 10ft dim light. This effect cannot be willingly deactivated.
A weapon created for use in rebellion against the Sorcerer Kings. The weapon seems to have been disfigured in a fire but has stubbornly maintained some semblance of its magic and design.
The rebellion lasted 300 years after Saint Tarna became a martyr.
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: Fire, Number of Charges Equal to Proficiency Bonus, creature previously damaged by a spell cast by an arcane spellcaster, Damage, Combat, Heavy, Reach, Two-Handed, Cleave
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