Shard of Wintertide

The Shard of Wintertide

by Chris Scaturo


The Shard of Wintertide, small, powerful, better in cold weather.  Like this kid  https://www.youtube.com/watch?v=abU372BCSCc if you exclude the Hawaii part.

Some say is was crafted by a long forgotten gnome clan who unsuccessfully tried to defend their homes from a Fire Giant clan.  Other’s claim it is a Frost Elemental trapped in cage.    Either way, the Shard of Wintertide is a weapon with potency, a mission, and a little bit of an attitude.

Appearance:   The Shard of Wintertide is a  blade roughly 18 inches long (46 cm) that magically attaches to any hilt it touches. The blade appears to be made of pure ice but metal can be detected in it by either a trained eye or magic. Every time the Shard of Wintertide is found, it looks different.

Intelligence:   The dagger has an “awareness” if not a true intelligence.  It cannot communicate with the owner but grants advantage on perception check to spot any fire related creature.   It has a particular dislike of Hell Hounds, Fire Elementals, Salamanders, and Fire Giants.   The wielder can never be surprised by a group that contains one or more  of these.

Game Mechanics:   The Shard of Wintertide is a +1 dagger that does an extra 1d6 cold damage on melee attacks.   When wielded in an environment below 32 F (0 C) the bonus improves to +2 and the bonus damage becomes 2d6.

The Shard can also be used as a ranged attack.   On a hit, the target takes normal damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw  (DC 11 + wielders DEX) or take 5d6 cold damage.

The shard reappears in the owners hand at the start of the next round.  The range attack cannot be used again until a long rest by the character is successfully completed.

Attitude: The owner must attune to this weapon to use the range attack option.   The Shard of Wintertide will  break the attunement if the wielder casts a fire spell.

The Shard also does not like warm weather.   Unless special precautions are taken, the Shard will teleport to the closest area with snow on the ground if it spends more than 48 consecutive hours in temperatures above 72 F  (21 C).  The Shard leaves the pommel it which it was attached.

This weapon is a based on the  Ice Knife spell found on page 17 of Elemental Evil Payers Companion.


Ice Knife
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous 

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

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