Weapons (Very Rare)

The following are very rare magical weapons.

Flint and Steel Weapon (sabres), very rare (requires attunement) The steel half of this pair is sleek and elegant, beautifully crafted and etched with silver, while its flint counterpart is rough-hewn and primitive, its blade jagged like unworked stone. These weapons must be attuned simultaneously, and require only one attunement slot. While wielding both of these swords, you can use a bonus action to strike the blades together and conjure an inferno of fire in a 15-foot cone centred on you. Each creature caught in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your weapon attack modifier). On a failure, a creature takes 4d8 fire damage and is blinded for one minute. On a success, a creature takes half damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can use this feature twice per long rest. When you take fire damage while wielding the steel sword, you can use your reaction to immediately gain resistance to the triggering damage. Afterwards, the first weapon attack you make with the flint sword deals bonus fire damage equal to the amount reduced. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you can touch the flint sword to a non-magical object that isn't being worn or carried and cause it to catch on fire. Conversely, you can touch the steel sword to a non-magical flame to expunge it.

Rockethammer Weapon (maul), very rare (requires attunement) This immense metal maul is incredibly heavy and requires a minimum Strength score of 15 to wield without disadvantage. The head of the maul is affixed with three cylinders that belch fire and add power to your strikes. You deal an additional 1d6 bludgeoning damage when you hit with this maul. Once per long rest, you can use your action to grip the haft firmly and drop into a crouch, activating the hammer's thrusters. You charge across the ground for 60 feet. If you collide with a creature of size Large or smaller, the creature must succeed on a DC 17 Dexterity saving throw or become pinned, moving with you. A Huge or larger creature that you hit takes 4d8 bludgeoning damage and brings you to a halt. A creature that succeeds on this saving throw (or any subsequent creature whose space you enter once you pin a creature) avoids the charge. If you hit a sturdy object (such as a wall, boulder, or a Large or larger creature) you come to a stop, and if you have a creature pinned, the creature takes 6d8 bludgeoning damage and must succeed on a DC 17 Constitution saving throw or become stunned until the end of its next turn. As an action, you can bring this maul crashing down on the ground. Each creature touching the ground in a 20-foot cone must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

Okuss Weapon (sabre), very rare (requires attunement) On both sides of this silver, single-edged blade are elvish runes spelling 'Okuss.' A narrow seam runs down the blunt edge, from the tip of the blade to the base of the pommel. When you draw this sword or make a melee attack with it, you can grip the hilt in two hands and cause the sword to split down the middle into two identical swords, one in each hand. These swords have the 'thrown' property with a range of 30/120 ft. After you make a ranged weapon attack with one of these swords, the thrown sword disappears and the one you are holding can once again be split into two. Pressing the swords together causes them to merge back into one. Once per day when you split Okuss, you can cause each of the split swords to split again. You grow two ethereal arms to wield these extra swords. When you next take the Attack action, you can make two additional weapon attacks as part of this action, after which the extra swords and extra arms disappear. If all four attacks hit, the fourth attack becomes a critical hit.

Stalactite Weapon, very rare (requires attunement) At first glance, this item appears to be nought more than a thick quarterstaff of white wood banded with iron. Upon closer inspection, one can note a layer of frost covering its surface, making it cold to the touch. As a bonus action, you can slam the end of this quarterstaff into the ground and cause winged blades of ice to unfold from the top, turning the quarterstaff into a greataxe that deals additional cold damage equal to your proficiency bonus. When you do this, you can also cause a cold blast of air to rush outwards from the point of impact, extinguishing non-magical flames within 30 feet of you. You can use your bonus action to cause the winged blades to melt away, returning the greataxe to its quarterstaff form. While wielding this greataxe, you can cast the ice knife spell at will, using Strength as your spellcasting ability.