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Swordtember 2025 Day 06 Fossil

Spinoswordus
Melee Weapon (Martial, Shotel), Artifact, Requires Attunement

Damage - 1d6 Slashing
Properties - Finesse, Light
Mastery - Graze

“A vicious looking hooked blade that’s had its outer edge fortified by the fossilized remains of a once great primal terror. The Spinosaurus. A semiaquatic hunter the Spinosaurus hunted the tidal pools and flats using its sail-like dorsal fin as a way to navigate the currents.

Tawny crystals seem to have taken root throughout the fossilized structure of the creature's spine, seemingly fortifying the natural bone where it has been damaged. Strange.”

You gain a +1 to Attack and Damage rolls with this magic weapon. 

Aquatic Assailant - While attuned to this weapon, you gain a Swim speed of 30ft. and gain the ability to breathe underwater. Additionally, while in a body of water, you gain Resistance to Bludgeoning, Piercing, and Slashing damage. 

Enraging Onslaught - When you hit a creature with an attack roll, the target must make a DC15 Wisdom saving throw. On a Failure, the creature becomes enraged for the next 1 minute. While enraged, the creature has Disadvantage on Attack Rolls against any creature other than yourself. You may use this feature a number of times equal to your Proficiency modifier and regain all uses on a Long Rest. 

Call the Spirit - Housed inside the crystals embedded in this weapon is the spirit of the ancient beast whose bones were used in its creation. The Spinosaurus. As an action you can literally call upon the great spirit’s power by loudly calling its name in battle to temporarily empower your weapon beyond its normal capabilities. You gain access to the empowered version of the weapon’s stat and changes listed below.

Once you use this ability, you can not do so again until you finish a long rest.

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You gain a +2 to Attack and Damage rolls with this magic weapon. Additionally, once per turn, on a successful attack, you can deal Piercing damage equal to the Ability Score Modifier used to make the attack. 

Aquatic Assailant - Your swim speed is increased to 60ft. Additionally, while underwater, you may take an Action to gain the Invisible condition. While Invisible in this way, your movement speed is reduced to 15ft. The Condition ends immediately after you leave the water, move more than 15ft. in a round, make an attack roll, deal damage, or cast a spell.

Enraging Onslaught - When you use this ability to cause a creature to become enraged, the creature must make a DC15 Wisdom saving throw to perform any action other than attacking you, unless it is completely incapable of doing so. Additionally, any time an enraged creature successfully attacks you, it takes Piercing damage equal to your Proficiency bonus.

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