Myrtenaster (5e Equipment)

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Weapon (Rapier), Legendary

Myrtenaster is standard-sized for a rapier and primarily silver-gray in color. The hilt possesses four prongs that encase the revolver-like chamber around the ricasso instead of a bow type hand-guard that is common among most rapiers, in a manner somewhat alike to a swept hilt. This mechanism can be controlled by the sword-hand, enabling the wielder to seamlessly cycle the chamber in combat. The revolver chamber contains six slots that can contain 'ammunition', in the form of sand, dust, flour or other powdered substances (around 1/2lb per slot) that have gone through certain situations (See below). When in combat the wielder can chose to use one of the 'ammunition' allowing for a special attack or some form of utility (see below), when a slot is used it must be refilled before being used again.

  • Powder burnt by fire for more than a year, or burnt by fire created through magical means for a minute allows the wielder to either:
    • Replace the normal damage of the rapier to 2d8 Fire damage until the beginning of the wielders next turn as a free action, targets are also set on fire if they are flamable or wearing flamable clothing.
    • Or create a wall of flame 30ft long and 3ft wide in front of them, dealing 2d8 Fire damage to any creature that enters the flames or who begins their turn in the flames. They are also set on fire if flammable or wearing flammable clothing and anything flammable the fire touches is also set alight, the inital flames last for 10 minutes but fire caused by it is normal fire.
    • Or cast the fireball spell
  • Powder frozen for more than a year, or frozen by magical means for a minute allows the wielder to either:
    • Replace the normal damage of the rapier to 2d8 cold damage until the beginning of the wielders next turn as a free action, targets are also frozen in place for d4*30 seconds.
    • Or create a wall of ice 30ft long and 3ft wide in front of them. The wall has an AC of 20, 50 hit points and any attack that deals less than 10 damage does no damage to the wall. The wall has immunity to cold damage but has vulnerability to fire.
  • Powder buried over 5000ft bellow the earth for 100 years or touched by a fay creature allows the wielder to either:
    • Cast the entangle spell as a free action.
    • Or raise the earth into a dome of up to 10ft in radius around the wielder. The dome has an AC of 10 and 20 hit points.
    • Or cause a small earthquake around the wielder, forcing all creatures within 200ft to succeed a DC 15 dexterity save or fall prone.
  • Powder struck thrice by lightning or once by lightning created by magical means allows the wielder to either:
    • Replace the normal damage of the rapier to 2d8 lightning damage until the beginning of the wielders next turn as a free action, targets must also take a DC 15 constitution save. If they fail they are paralysed for d20 minutes.
    • Or double the movement speed of the wielder or an ally of the wielders choice (As a free action) and giving them double the usual number of actions.
  • Powder that has been blessed by atleast 100 clerics or monks or has been touched by an angel or celestial creature allows the wielder to either:
    • Emit a bright light from the rapier extending 100ft and blinding all creatures who fail a DC 18 Dexterity Save for an hour, and dealing 2d8 Radiant damage too all fiends who can see it.
    • Or control the trajectories of all projectiles both magical and non-magical until the beginning of the next turn, allowing the wielder to force ranged attacks/spells to miss or hit, or to hit another target.
    • Or create an invisible barrier protecting the wielder or a creature of the wielders choice from all attacks until the beginning of the next turn.
  • Powder that has been at an altitude of 30,000ft for 100 days or has been moved by winds caused or controlled by magic allows the wielder to either:
    • Gain flight with double their walking speed as their flying speed until the end of the next turn (As a free action).
    • Or completely control wind in a 30ft space around the wielder until the beginning of the next turn.
    • Or cast the Thunderwave spell as a free action.
  • Powder that has been dropped 30,000ft or has had its weight magically altered allows the wielder to either:
    • Increase the weight of anything the rapier hits a hundredfold until the end of the next turn.
    • Or Decrease the weight of anything the rapier hits a hundredfold until the end of the next turn.
    • Or remove gravity within 100ft of the wielder (The results of which are at the discretion of the DM)
    • Or reverse gravity within 100ft of the wielder (The results of which are at the discretion of the DM)
  • Powder that has been in acid for more than a hundred years or has been struck by a black dragons breath allows the wielder to either:
    • Replace the normal damage of the rapier to 2d8 acid damage until the beginning of the wielders next turn as a free action, and the armour and equipment of any hit creature is damaged severely, reducing AC, chance to hit and damage by 4 until the armour and equipment are repaired or replaced.
    • or spray an acid mist in a cone of length 20ft, dealing 2d8 acid damage to all creatures in range and severely damaging all their equipment, reducing AC, chance to hit and damage by 4 until the armour and equipment are repaired or replaced.
  • Powder that has been bathed in a hundred different poisons or has been coated in magical poison allows the wielder to either:
    • Replace the normal damage of the rapier to 1d6 poison damage until the beginning of the wielders next turn as a free action, and the target is poisioned and must take a DC 20 Constitution save at the beginning of every turn until saved to stop the poison, dealing 1d6 poison damage on every fail.
    • Or give the wielder or a creature of their choice immunity to all poisions for 1 hour, and grant them d20 temporary hit points.

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