Chálkináti's Bastion

Description

A monstrous instrument of steel and lead, it seems more a maul for a giant than a weapon for normal folk. One side is largely flat while the other is covered in deadly spikes large enough to fully impale a man.      

History

Creation

One of several powerful relics crafted within Katas' Godforge by The Exotics in order to aid them in their trials to come. This weapon in particular was forged by Soriz the Stalwart.  

The First Defence

Within hours of being crafted, the Basion would find itself needed. A juvenile kraken had assaulted the fledgling city, sending waves of its servants to attack while causing the sky to storm. While the settlement had held so far, The Exotics found themselves locked in several combats all too soon. But together, and with the strength of Chalkinati's Bastion, they drove the beast back out to sea, saving themselves and their people from starvation or death.    

Mechanics

Exotic Properties

The weapon has the following properties, which are effective even if you are not attuned:   Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.   Two-Handed: This weapon requires two hands to use. To use your other hand while wielding this weapon, you must let its head drop and rest on the ground.   Superheavy: You require a strength of 16 or higher to wield this weapon.   Massive: You can only make an attack with this weapon when you take the Attack action on your turn. Once you make an attack with this weapon, you can’t attack again until the beginning of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an additional three dice of damage when using this weapon.   Switch: You can swap between the listed damage types to use at any time, even between attacks.    

For Chalkínatí

This enormous weapon was dedicated to the defence of a fledgling city, and grants boons to the wielder while near the city limits; you deal double damage to siege weapons and ships with this weapon. Additionally, you gain a +2 to hit and damage rolls. Finally, your strength score and maximum strength increases by 2.   If you spend a month away from Chalkínatí without staying there for at least 24 hours in one sitting, your attunement immediately ends and you cannot attune again without returning to the city.  

Incredible Mass

While not attuned, the sheer weight of the weapon jolts your arms with each strike - whenever you roll a 1 on an attack, you gain disadvantage on your next attack. While attuned, you gain proficiency with this weapon, and the weight of the weapon allows you to keep its momentum going on a miss - whenever you roll a 1 on an attack, you gain advantage on your next attack with this weapon.    

Home Away From Home

As an action, you can summon a small building in the same architectural style as the homes in Chalkínatí, as if casting a modified Galder's Tower spell.   Once this property has been used, it cannot be used again until a day has passed.    

Weight of Multitudes

Whenever you are surrounded by three or more creatures within 5ft of you, the weapon begins leeching their mass to grow even heavier. When you make an attack with the weapon (whether or not you hit) in this state, you may cast Earth Tremor (DC 15) as part of the attack.   You may use this property a number of times equal to your Strength modifier (minimum of 1). You regain all uses at the end of a long rest.

Details

Exotic Melee Weapon, Very Rare   Requires Attunement by a creature within Chálkináti   Damage: 3d8 Bludgeoning / 3d8 Piercing (Switch)   Weight: 50lbs

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