Frigus Aquis (5e Equipment)
Weapon (any martial weapon), very rare (Requires attunement) Frigus Aquis is the product of a group of powerful mages seeking to replicate an ancient power known as Deus Aquis. These weapons are a mere replica of the original, bestowing a fraction of the power upon a select few, they are contained within small metal flasks, decorated with engravings, one for each of the 20 mages within the group. Frigis Aquis is a small metal flask with a cork which can hold up to 32 oz. of water (or other liquid), removing the cork while imagining a martial weapon causes the water within the flask to form a weapon in the user’s hands. This weapon is made entirely of water, any part of the weapon intended to cause harm is created with foaming, rapid water, which deals 1d4 slashing damage when touched, non-lethal parts are created with clear blue water. It functions as each weapon intends (with a few exceptions, see below) with an added 1d8 force damage to each attack. Weapons manifested by Frigus Aquis have the same durability as adamantine. The weapon can be unsheathed as a bonus action by removing the cork while imagining a weapon, the cork will dematerialize and the imagined weapon will appear in the user's hands, if there is water remaining in the flask, other weapons can be simultaneously manifested. If nothing is imagined, or if an item that is not a martial weapon is imagined, the cork cannot be removed by anything short of a wish spell, doing so permanently removes any magical effects from the flask and liquid. It can be sheathed as a bonus action by touching any part of the weapon to the opening on the flask, which will return any manifested liquid to the flask, and the cork will reappear. In the case that the weapon becomes destroyed, refilling the flask will cause the cork to return. Whenever the flask is filled, it must remain sealed for 1 hour, after which the water inside will be purified, and the liquid inside will gain Frigus Aquis's magical properties. When filled with a liquid that is not water, the flask must still be sealed for 1 hour, the liquid will not be purified, but it will gain magical properties. If a weapon or projectile manifested is fired or thrown away from the user, it will retain its form until it has lost its momentum, afterwards, it will become dull and lose its magical properties, this liquid will not return to the flask. When fully filled, the flask contains 32oz of water (or other liquid), it costs 8oz to create a dagger, 16oz to create a short sword or rapier, and 24oz to make any other martial weapon regardless of size. If the weapon is unsheathed, and the user is hit by fire damage, remove 1d4 oz. of water regardless of damage. Hand Crossbows and Blowguns cost 6oz, with each projectile costing 1oz each. Longbows and Heavy Crossbows cost 10oz, with each projectile costing 1oz each. Due to the magical nature of the weapon, loading is removed from both Hand Crossbow and Heavy Crossbow manifestations. Ranged weapons manifested by Frigus Aguis can only fire projectiles created from its own liquid. If the user imagines the flask opening normally when uncorking, the flask will then act as a non-magical flask. Water poured into the flask becomes safe to drink after the 1 hour purification process, it is always cold enough to drink comfortably. Whilst in this state, any liquids inside the flask can be removed and it can be easily refilled. Frigus Liquidum The flask can be refilled with a liquid other than water, but any weapon created from it will be unstable, Frigus Aquis can only have one liquid contained within it. When using a weapon manifested from a non water liquid, after each attack, roll 1d6, on a 1, the cork returns to the empty flask and the liquid loses its magical properties. These different liquids can have different effects dependent on their composition. Flammable Liquid - When in liquid form and not ignited, it effectively functions the same as a water based weapon. When ignited, causes 1d4 damage per turn to the user, and adds 1d8 fire damage to the weapon's attacks. Each turn, the weapon loses 6 oz. of liquid. (Force damage is still applied) Blood - Removes normal weapon damage, instead, causes cuts that do 1d10 bleed (slashing) damage at the end of the opponent’s turn, on a critical hit, its causes 2 cuts (2d10), this effect is stackable up to 4d10. The victim can use an action or bonus action (both can be used during the same turn and will be considered separate attempts) to make a DC 15 medical check to close 1 cut, on a critical success the victim closes all cuts. On a critical failure, the victim causes one more cut to open, and takes 1 damage. (Force damage is still applied) Ink - Opponents hit with an attack must make a DC 14 Dexterity save or be blinded. Removing the ink requires an action. (Force damage is not applied) Poison - After making an attack, both the attacker and receiver must make a Constitution Save against poison (DC and effect dependent on the poison used to fill the flask). If both parties succeed with the Constitution save, the individual with the lower score must reroll their Constitution save. (Force damage is not applied) Any other liquids are up to DM discretion. |
|
Back to Main Page → 5e Homebrew → Equipment → Magic Weapons