Halberd of the Boar

### Effects

You gain a +2 bonus to attack and damage rolls made with this magic weapon.The halberd has 2 charges per day. As a bonus action you may spend one charge to cast Thunder Wave. Each creature in a 30 foot cube originating from you must make a DC 18 Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and is pushed only 10 feet.In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 450 feet.The wielder of this weapon cannot use any other weapon. When the wielder first deals damage against a creature, they enter into a violent frenzy for ten minutes and must slay 1d4+1 creatures before this effect ends. The wielder may attack recklessly while in the frenzy, and if no enemy creatures are within reach the wielder turns on their allies. The frenzy ends if the wielder falls unconscious, they slay enough creatures, or the time ends. If the frenzy ends without slaying enough creatures, the wielder falls unconscious for 3d4 hours.

## Material Rights

### Usage Permissions

You may use with permission from the owner or other Admins

### Editing Permissions

You may edit while in the balancing/playtesting phase

The Halberd of the Boar is one of the Seven Blades, and whoever wields it would be drawn into the eternal Grand Contest between the other wielders. The Boar boasts might and lethality. Its wielder is granted primal strength in piercing their enemies' armor and flesh.

 Magic Item

*Weapon (halberd), legendary (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The halberd has 2 charges per day. As a bonus action you may spend one charge to cast Thunder Wave. Each creature in a 30 foot cube originating from you must make a DC 18 Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage and is pushed 20 feet away from you and knocked prone. On a successful save, the creature takes half as much damage and is pushed only 10 feet.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 450 feet.

The wielder of this weapon cannot use any other weapon. When the wielder first deals damage against a creature, they enter into a violent frenzy for ten minutes and must slay 1d4+1 creatures before this effect ends. The wielder may attack recklessly while in the frenzy, and if no enemy creatures are within reach the wielder turns on their allies. The frenzy ends if the wielder falls unconscious, they slay enough creatures, or the time ends. If the frenzy ends without slaying enough creatures, the wielder falls unconscious for 3d4 hours.

The wielder of this weapon is drawn into the Grand Contest, and they cannot escape this fate.

### Weapon Stats: Halberd

*Melee weapon (martial, halberd)*

* Damage: 1d10
* Damage Type: Slashing
* Properties: Heavy, Reach, Two-Handed
* Weight: 6