A glacial whip wraps around a flaming massive sword

A Combo of Ice and Fire

A whip was manifested from the tremendous storms on the highest glacial peaks, its name translated to Hail, made of linked ice daggers. In that instant, in the depths of Hël, an ever-flaming sword erupted from the fire itself: the whip counterpart, Ember.  

Hail, +2 Whip: This Whip gives you a bonus of +2 to attack and damage rolls and has the Finesse, Light and Reach tags.

Hail Drag: 3/Long Rest. Bonus Action. After you hit a creature with Hail, you can move them 10ft in any direction. A creature moved this way also takes additional 2d4 cold damage.

Ember, +2 Longsword: This Longsword gives you a bonus of +2 to attack and damage rolls and has the Finesse, Versatile and Light tags.

Ember Seal: 3/Long Rest. Action. You thrust Ember in an unoccupied space within 5ft of you, leaving a searing circular seal on the ground. When a creature steps on the seal it must CON15 or take 6d6 fire damage, half on a success. On a failure the creature is also on fire, taking 1d6 fire damage at the start of their turn, Save End.

Master Cold and Hot

This is quite an Explosive Combo! 

Hail & Ember are cool weapons of their own, but they shine when used together, that’s why they are both magically ‘Light’. The hidden power of this is in the way you can seed these items in your world. Finding either one of these weapons alone is gonna feel like a huge reward, what do you think will be the reaction of your player when her character hears about the fabled other half of this duo? Creating player goals like this could drastically improve your game.

Their use in combat is pretty straight forward. You can creatively use their abilities to push an enemy over a cliff or place a calculated fire trap, if you have both you can easily grab a foe and burn them hard in the same turn!

Allow your players to use the weapons separately. Maybe the Paladin could wield Ember with a Shield and place marks around, while the Rogue uses their Sneak Attack on Hail to absolutely destroy that cultist!

Hooks

These are strong epic weapons, make their story matter to your world. Here are some ideas:

d6Hook
1Only the hilt of these weapons is found. They were used by the Ordo Manifesti, a cabal of wizards and warlocks, as an initiation test. If the acolyte could conjure an Elemental of Ice and one of Fire, and bound them to these hilts, they were accepted and the weapons extinguished, as of no interest to the Ordo.
2The weapons are manifested in points of convergence with the elemental planes. Hail is in a deep cave accessible from the peak of the Shard, a mountain in the North.
Ember can be extracted from the lake of lava of the Eye, a volcano situated in the South.
3The Elemental Cores that powered the weapons are lost, they can be reactivated only by dragonbreath, one of frost and one of flame.
4These are the weapons of Bauzel, a Balor that still roams the ancient battlefield where he bested entire armies.
5These are the weapons of an ancient population of elves, once united, then separated by inner conflict and betrayal. They are now known as the Fire and Frost Elves, the weapon could be donated to a greater cause if the champion is worth it, but the leaders will not help someone aligned with their opposite.
6Hail is guarded by a champion of the Frost Elves, if ever someone should wield Ember the two are destined to fight and kill each other.

Variations

This is a precise combo of powers, but we can easily imagine different elements and how they would combine with each other:

d4ElementHail Alternative(Bonus Action)Ember Alternative (Action)
1AcidSpore. The target is also Poisoned by the attack.Decay. The ground begins to decay in an area 15ftx15ft from a point within 5ft of you where you thrust the sword, becoming sludge or mud. The area is difficult terrain and creatures that start or end their turn in it must STR15 or become Prone.
2LightningConduit. The target and all creatures within range also become Vulnerable to lightning damage. (also takes double damage from this attack)Spark. All creatures within 10ft of you must DEX15 or take 3d6 lightning damage, half on a success.
3WindBreeze. All ranged attacks against you or creatures within 10ft of you are made with Disadvantage for 1d4 rounds, ending at the start of your turn.Blast. All creatures in a 30ft straight line starting from you must CON15 or be pushed 15ft either left or right of the line (your choice).
4EarthRise. Three 10ft high, 5ft wide cylindrical columns erupt from the ground within 10ft of you. Creatures in the space where the column rises must DEX15 or fall Prone near the columns.Crush. A Prone creature within 10ft of you takes 4d6 force damage and cannot get up their next turn.

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