This black and gold trimmed war glaive has a chromatic gem set into the middle of the blade and gives off a subtle glow as flashes of the elements can be seen inside the orb. This weapon gains a +1 bonus to attack and damage rolls made with this magical weapon.
Aeorian Chromatic Converter
When the wielder hits an attack they can choose to use 1 to 3 charges (all regained over a long rest). They deal an additional 1d8 damage per charge expended on the target of the attack. If the attack strikes multiple targets, the wielder must choose one target from the group to be subject to this damage.
Roll 1d10 on the table below to determine the type of damage the attack does and its extra effect. If the effect doesn't affect the individual that hits, you can reroll once but must choose the new roll whether it affects the target or not. The additional 1d8 damage is either in the damage that corresponds with the 1d10 roll on the table or is straight magical damage the same as the weapon.
| Damage Type | Effect |
|---|---|
| Acid | Corrodes the enemy's armor lowering their AC or Weapon Damage by 1d4 until the wielder's next turn (DC 15 Dex Save to avoid) (unless immune to acid damage or their armor is magical or they use their action to remove the acid). |
| Cold | Decreases the enemy's movement speed by 10 feet until the wielder's next turn (unless immune to the paralyzed condition, stunned condition, restrained condition, or grappled condition). |
| Fire | The target is flashed with bright light, now shedding bright light in a 10-foot radius until the start of the wielder's next turn, and blinding the target and any targets within 5 feet of them until the wielder's next turn (DC 15 Wis Save to avoid) (unless immune to the Blinded condition). |
| Force |
|
| Lightning | The extra 1d8 damage will jump up to any additional targets within 5 feet (DC 15 Dex Save to avoid). |
| Necrotic | Deals an additional 1d8 damage to the target, transferring that damage into hit points for the wielder for the same amount as the damage. |
| Poison | The target is poisoned and paralyzed until the start of the wielder's next turn (DC 15 Con Save to avoid) (unless immune or resistant to the poisoned condition or paralyzed condition). |
| Psychic | Frighten the target for 1 round, forcing them to either use their turn to get as far away from the wielder or take the dodge action (DC 15 Int Save to resist) (unless immune to frightened condition or charmed condition). |
| Radiant | Double the extra 1d8 damage if the target is celestial, fey, fiend, or undead (destroying the latter). |
| Thunder | The target and anyone within 5 feet of them is deafened and stunned until the wielder's next turn (DC 15 Wis Save to avoid) (unless immune or resistant to the deafened condition or stunned condition) |
Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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: Proficiency: Martial Weapons, Magic, Damage, Combat, Heavy, Reach, Two-Handed, Martial, Damage, Combat, Heavy, Reach, Two-Handed, Graze
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/20/2024 1:11:24 AM
|
3
|
0
|
1
|
Coming Soon
|
|
|
8/20/2024 1:17:16 AM
|
3
|
0
|
1.5
|
Coming Soon
|
|
|
8/20/2024 1:42:44 AM
|
4
|
1
|
2
|
Coming Soon
|
Comments