Frostspeaker (5e Equipment)

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Weapon (arc scythe), artifact (requires attunement by a spellcaster)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. It deals 2d8 extra cold damage on a hit, and all hits against fire elementals with this weapon are critical hits. While wielding this weapon, you can use your reaction to reduce any fire damage dealt to you by 4d6. If the fire damage is reduced below 0, you deal (the number you rolled-the damage reduced) cold damage to the creature that dealt the fire damage, if that creature is within 15 feet of you. Once you have used this property, you may not use it again until the next dawn. This weapon has 15 charges. You can spend charges to create the following effects:

•You cast the ray of frost cantrip as if you were 17th level. (1 charge)

•You cast the sleet storm spell (save DC 17). (1 charge)

•You cast the conjure minor elementals spell. The creature(s) you summon must be water elementals. (2 charges)

•You cast ice storm as a 5th-level spell (save DC 18). (3 charges)

•As an action, strike this weapon against the ground to create a booming wave of power. All other creatures must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage + 3d8 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The DC is calculated in the following way: 8 + your proficiency bonus + your Wisdom modifier. (4 charges)

•As an action, swing this weapon across the ground and ice over the terrain. The ground in a 20 foot radius becomes frozen. Any creature that moves on the ice must succeed on a Dexterity saving throw or slide an additional 5 feet. Any creature that falls prone on the ice takes 1d4+1 cold damage. The save DC is calculated in the way stated above. (3 charges)

•As an action, swing this weapon up in front of you, releasing an icy wave. All creatures in a 50 foot by 10 foot line originating from you must make a Dexterity saving throw (DC calculated as above). On a failed save, a creature takes 3d10 cold damage and is pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back. Any water in the line becomes frozen, and gains the properties of frozen terrain (stated above). The ice can hold up to 50 × your Wisdom modifier pounds at a time. If this limit its exceeded, the ice shatters. The ice melts if it is within 5 feet of non-magical fire for 10 minutes or more. It also melts if it is within 5 feet of magic fire for 1 minute or more. (7 charges)

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