Magnum Opus

Your prototype is finalized and gains one of the properties listed here, depending on its previous properties:

Fire + Aether:

Psychic Burst

When attacking with this weapon, you can cause a psychic burst. The target and creatures within a 30 foot cone must make an intelligence save. On a failed save, they take 6d6 psychic damage and have disadvantage on their next attack, and on a successful one, half of that damage. You can use this feature only once in a turn.

Fire + Gravity:

Explosive.

When attacking with this weapon, you can cause a violent explosion happen in the direction of your attack. The target and creatures within a 30 foot cone must make a dexterity save. On a failed save, they take 4d6 fire damage and are pushed back 20 feet and fall prone. On a successful save, they take half the fire damage. If the creature is stopped by something, it takes 6d6 bludgeoning damage.

Fire + Time:

Immolate.

After you take your attack action during your turn, you can use this weapon as a bonus action to immolate a creature you caused damage to this turn. The target takes 12d6 fire damage, and is burning. The target sheds bright light to 60 feet radius and dim to additional 30 feet. The target takes 6d6 fire damage on each of its turns, and can make a dexterity save at the end of each turn, ending the effect on a success.

Life + Aether:

Ghost.

The weapon and its projectiles become ethereal at will, and it will drain the soul of anyone it touches. An attack made with this weapon can be made ethereal, regarding the target's AC as 4 lower and causing psychic damage. In addition, when you damage a foe with this weapon, it takes 3d10 psychic damage and you regain hit points equal to the total psychic damage done to the opponent during the attack.

Life + Gravity:

Mass Enervation.

As a bonus action, you can enervate your opponents. Choose up to five creatures in 30 foot range. Those creatures need to make a constitution saving throw. On a failed save, they take 4d8 necrotic damage, and on a successful one, half of that. You regain half of the necrotic damage dealt as hit points.

Life + Time:

Vital Drain.

When you cause damage to a creature with this weapon, you drain a part of their lifespan. Each time you cause damage to a creature, the creature becomes 2d6 years older and you add an equal amount of years to your lifespan. Additionally, you regain hit points equal to five times the amount of years you drain. If a creature goes over their expected lifespan, they die instantly. Undead, constructs and immortal creatures are immune to this effect.

Water + Aether:

Illusory.

This ghastly weapon can take the form of any weapon you are proficient with, and it ignores ammunition and reload traits. You can change the weapon's form as a part of your attack. When using this weapon, you can choose the type of damage it does from the following: piercing, slashing, bludgeoning, cold, fire, force, lightning, psychic, thunder.

Water + Gravity:

Infallible.

The weapon never misses. Whenever you make an attack roll with it, you hit your target regardless of the result. If you roll a 1, halve the damage you do.

Water + Time:

Afterimage.

The weapon has a ghastly afterimage following it. Every time you attack with the weapon, the afterimage hits the target immediately after the first hit. The afterimage has the same attack and damage values as the original, except it deals force damage instead of the weapon's damage type.