War Glaive of the Divine Bull (5e Equipment)

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Weapon (glaive), very rare (requires attunement or leave this blank)

A large kwan do shaped polearm with brass fixtures and a red tassel, this weapon has a hook on the back side of the blade. The brass is embellished with images of the divine bull and his mighty horns, along with a series of runes in the ancient language of the minotaurs.

Damage: 1d10+1 Damage Type: Slashing Properties: Two-Handed, Heavy, Reach Weight: 6 requires great weapon master or polearm master feat

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed. This weapon requires two hands when you attack with it.
Sentience. The War Glaive of the Divine Bull is a sentient lawful neutral weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and dark vision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Celestial and Fae.
Personality. The War Glaive of the Divine Bull has a fiery personality that encourages it's wielder to engage in honorable combat and grow stronger. No slight should go unavenged, those who would harm the weak should be punished for their cowardice in not seeking out worthy foes. If the wielder isn't a minotaur the Divine Bull might be a bit more critical of their actions, but should they prove worthy it will judge them an acceptable wielder regardless of their species.

'Hook:' You can make a grapple check against a creature within the weapon's range. On a success, the creature is knocked prone or dismounted from a mount it is riding. Alternatively, you can try to disarm the creature, making a grapple check against a creature within the weapon's range, suffering disadvantage on the check.

'Parry:' With such a grand weapon in your hands, your ability to defend an area is unrivaled. When a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

'A Worthy Master:' Once you take possession of the War Glaive, it's spirit will inform you about how to further unlock it's potential, starting with acquiring the feat Polearm Master. Once you've gained the feat the spirit will share knowledge of a command word that will summon the spirit of the glaive to your current plane. The spirit will challenge you to a duel if you're fighter level 14 or higher. If you defeat the spirit of the glaive, it unlocks it's full potential for you, giving you access to it's divine flames.

The spirit of the glaive can use the stats of a Champion with a lawful good alignment and the following changes.

Remove: Great Sword, Short bow. Multiattack is retained with three attacks but applies to Great axe and Gore.

Gain: Large Monstrosity

  • Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
  • Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
  • Great axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. * Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Burning Breath (Recharge 5–6). The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

The encounter is rated at CR 10, for a level 14 PC, DMs are encouraged to adjust this encounter as needed to present higher level players a proper challenge. A modified Duergar Despot can be a good place to start for a higher level (CR 12) encounter.

  • The glaive's damage bonus is raised to a +2
  • You can use a bonus action to speak this magic glaive's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the Glaive is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the blade.

Hook: Your grapple checks to disarm a creature no longer suffers disadvantage. Parry: Instead of adding your proficiency bonus, you can add your strength modifier to your AC for your parry, whichever is higher.

These changes modify the glaive’s rarity to legendary

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