Weapon (halberd), legendary (requires attunement by a Dragonborn. This weapon takes one hour to attune to. During this time, the wielder should select five command words, corresponding the Cleaver's "Elemental Versatility" abilities.)

A halberd with a shaft and spike fashioned from dragon bone. It has a longer-than-average blade that goes down part of the shaft, styled to resemble five intertwined dragon heads. The metal glows coldly in the light. This weapon was once wielded by a chosen servant of Tiamat, and retains the power of the Dark Queen's influence.

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

Elemental Versatility. The Cleaver can harness the power of Tiamat's breath weapons. The wielder may use a bonus action to speak one of five command words, and activate one of the following abilities. Only one of these abilities can be active at a time; if the wielder speaks a command word to activate an ability while another one is active, the active ability is replaced. One activated, each of thee abilities remains active on the Cleaver until the wielder is incapacitated or disarmed, or until they speak another command word.  

Flaming Wings - While this ability is active, Tiamat's Cleaver glows with a slight red hue. Its attacks deal an extra 3d6 Fire damage.

Frozen Eyes - While this ability is active, Tiamat's Cleaver feels cold to the touch. Its attacks deal an extra 1d6 Cold damage, and each hit on a creature reduces its speed by 5 feet until the end of the creature's next turn. This can stack up to six times on one creature, reducing its speed by a maximum of 30 feet. 

Corrosive Blood - While this ability is active, Tiamat's Cleaver emits a foul, burning odor. Its attacks deal an extra 1d6 Acid damage, and each hit on a creature lowers its Armor Class by 1 until the end of the creature's next turn. This can stack up to three times on one creature, lowering its Armor Class by up to 3 points.

Venomous Teeth - While this ability is active, Tiamat's Cleaver appears slick and oily along its blade. Its attacks deal an extra 1d6 Poison damage, and the target must make a DC13 Constitution saving throw. On a failure, the target is Poisoned for one minute. Poisoned creatures take an extra 1d6 Poison damage from this weapon while this ability is active.

Electric Claws - When this ability is active, The shaft of Tiamat's Cleaver seems to thrum with energy. Its attacks deal an extra 1d6 Lightning damage, and creatures it hits lose their Reaction until the start of their next turn.

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, Dragonborn. This weapon takes one hour to attune to. During this time, the wielder should select five command words, corresponding the Cleaver's "Elemental Versatility" abilities., Damage, Combat, Heavy, Reach, Two-Handed, Cleave

Item Tags: Damage Combat

Doggn_Dagwood

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