[Coast] Weapon - Ocean's Edge
Added 2022-06-29 16:38:41 +0000 UTC
Just a single item this week because the other content were released earlier last week as the compendium had already been finished.
I'm very excited about this one because beach stuff is peaceful, tranquil, and can be a lot of fun, especially for players who need a break from a dark campaign. This weapon kicks it all off and embodies the coast itself, playing on a variable charge mechanic thematically appropriate to the tide's push and pull. Depending on how many charges you keep on the blade, it functions as either an oceanic attacker or defender. At one end, it's a +3 weapon with a swimming capabilities. At the other, it's like +1 armor and +1 weapon, plus a resistance.
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OCEAN'S EDGE
Weapon (shortsword or scimitar), very rare (requires attunement)
While attuned to this magic weapon, you have a swim speed equal to your walking speed and you ignore difficult terrain caused by water.
Dance of Sand and Sea. This weapon has 3 charges for the following properties. The charges represent the cyclic pulse between water and sand; as the weapon gains charges, its blade fills with seawater.
- Will of the Shore. You have a bonus to attack and damage rolls made with this weapon depending on how many charges it has. The bonus equals 3 minus the number of charges it currently has, from a minimum of 0 to a maximum of 3.
- Will of the Ocean. While this weapon has 2 or more charges, you have resistance to bludgeoning and cold damage, and you can breathe underwater.
- Crushing Tsunami. As an action, you can swing the weapon and expend any number of charges from it, releasing a deluge of water in a horizontal 90-degree arc in a direction of your choice. The arc emanates from you, out to a number of feet equal to 10 times the number of charges expended. Each creature in the arc must make DC 15 Strength saving throw, taking 4d8 bludgeoning damage on a failed save or half as much on a success. A Large or smaller creature that fails this save is also pushed away from you up to the rim of the arc.
- Reclaim the Sea. This weapon does not regain charges each day. Instead, whenever you take bludgeoning or cold damage from an effect caused by water or ice, you can use your reaction to regain one expended charge. Once between long rests, you can submerge this weapon in seawater for an hour, after which it regains 2 expended charges.