Gemthorn Reaver 742

(forged from the union of the Gemblade Axe and the Thornwood Staff)

Lore: Across the fractured vaults beneath Kragthar, a Lithokarv master-smith bargained with a hermit druid of the Twisted Labyrinth. From molten steel and treant heartwood they birthed a single heirloom whose destiny is to judge whether growth or ruin will triumph. Legends claim the weapon’s gems drink the sap of living forests, while its roots taste the blood of stone; each bearer must balance fury and renewal or be consumed by both.

Description: A double-bladed battle-staff nearly as tall as its wielder. One edge is a broad gem-inlaid axe of glimmering sapphire, ruby, and topaz facets; the reverse is a gnarled length of treant heartwood bristling with dark thorns. Veins of green-gold runic script coil between metal and wood, pulsing whenever elemental or lifeforce energies stir within.

Stats

  • Tier 2
  • Weight 18 lb
  • Damage 1d12 slashing plus 1d6 piercing (from thorn edge)
  • Base Reach 5 ft; counts as both martial weapon and druidic focus
  • Gem-Siphon Capacity 3 charges (recharge each short rest in natural terrain)
  • Requirements Strength 15, Wisdom 13, proficiency with battleaxes or staves
  • Rarity Very Rare

Tags: Weapon, Two-Handed, Elemental, Plant, Heavy, Magical Item, Heirloom, Crafting Tool, Dual-Nature, Earthbound, Restoration, Chaos-Tamed, Guardian Relic, Nature’s Wrath, Resonant Core, Ritual Focus, Living Weapon, Elemental Conduit, Verdant Force

Passive Magics

  • Verdant Resonance — While attuned, the bearer senses active elemental or plant magic within 60 ft and gains advantage on checks to track creatures through vegetation.
  • Stone-Root Fortitude — Whenever you begin a short rest with the weapon planted blade-down, you gain temporary hit points equal to your Wisdom modifier and advantage on saving throws against being poisoned or petrified until the next dawn.

Active Magics

  • Gemstrike Overgrowth (expend 1 charge, bonus action): The gemstones flare; your next three melee hits in the same minute deal an extra 1d6 elemental damage (fire, cold, or lightning) and vines lash the target for 1d6 piercing.
  • Thornbound Cleave (expend 2 charges, action): Sweep the axe-staff in a 15-ft cone. Each creature must succeed on a DC 15 Strength save or take 2d6 slashing plus be restrained by erupting roots for up to 1 minute (save ends).
  • Wildwood Rejuvenation (expend 3 charges, action): Plant the staff in earth; choose up to three creatures within 30 ft. They regain 2d8 + Wisdom mod hit points, and corrupted terrain in a 10-ft radius is purified.

Specific Slot: Occupies the Two-Handed Weapon slot (counts as both main-hand and off-hand for slot limits).

Where to Find the Gemthorn Reaver 742 in Saṃsāra:

  • Kragthar Deepforge Vaults (Subterranean Lithokarv Market)
    • Setting – A torch-lit maze of basalt halls where master-smiths display rune-etched arms behind crystal wards.
    • How It’s Sold – By commission only: you negotiate alloy, gem blend, and vine-binding with a Granitefist quartermaster, leave a blood-sealed imprint, and return after two full moons for the forging ceremony.
    • Typical Cost – 7 500 gp or 5 000 gp plus three flawless elemental crystals (fire, cold, lightning).
  • Sylvan Nexus Grove (Hidden Druid Enclave)
    • Setting – A ring of living stone monoliths deep in the Whispering Woods, guarded by sprites and shifting paths.
    • How It’s Sold – Barter with the Circle of Thorns. They accept gold only to cover ritual offerings; the greater price is rare seeds, untainted treant sap, or a pledge to heal a blighted acre.
    • Typical Cost – Approx. 6 000 gp equivalent in barter goods, plus an oath magically bound to the staff.
  • Verdant Crucible Guildhall (Metropolitan Enchanters’ Guild)
    • Setting – A marble arcade in Veridale’s affluent quarter where artificers trade under strict guild charters.
    • How It’s Sold – Limited-edition showroom pieces; buyers must hold Senior Patron rank or be vouched for by two members. Purchase includes a one-year maintenance retainer.
    • Typical Cost – 8 000 gp plus a 500 gp guild tithe.
  • Celestial Conjunction Fair (Annual Artisan Festival, Veridora)
    • Setting – A week-long open-air bazaar held when twin moons align; famed for spectacular auctions.
    • How It’s Sold – Single-lot auction on the final night. Bidding tokens are earned through earlier patronage or a 1 000 gp deposit. The creator publicly brands the winning bidder’s mark onto the haft.
    • Typical Cost – 9 000–12 000 gp hammer price; includes festival duty and ceremonial scabbard.
  • Obsidian Exchange (Shadow-Market in the Shattered Spire)
    • Setting – Candlelit vault beneath a ruined tower where smugglers traffic restricted artifacts.
    • How It’s Sold – Silent-bid ledgers; anonymity guaranteed but no provenance certificates. Risk of counterfeit vines (lesser treant wood).
    • Typical Cost – 10 000 gp in assorted gems or an equivalent “favor of consequence” recorded in the Black Ledger.
  • Frontier Caravan Quartermasters (Border Campaign Outposts)
    • Setting – Mobile forges on iron-shod wagons that follow mercenary companies through contested wilds.
    • How It’s Sold – Pre-payment of half the price; the weapon is assembled en route using harvested materials from recent battles. Delivery comes with a field-trial demonstration.
    • Typical Cost – 6 500 gp, payable in coin, captured war-trophies, or refined arcane residues.

Across all venues the Gemthorn Reaver’s price reflects not only its materials but also the ritual labor needed to weld gemstone fury to living wood. Buyers who cannot match the asking gold invariably compensate with rare components, political leverage, or sworn service—an echo of the weapon’s own demand for balance between creation and destruction.

Role-playing the Gemthorn Reaver 742 in Six Common Environments

  • Primeval Forest or Jungle
    • Offense – You announce a wide sweep of the axe-edge, declaring how the gemstones flare emerald-green as Gemstrike Overgrowth releases coiling vines. Each vine slashes before binding foes to tree trunks, while the thorned haft follows with jabbing thrusts that draw on the dense foliage to amplify piercing damage.
    • Defense – Rooting the staff into rich soil, you describe thick buttress roots erupting to form a living rampart. Branches weave overhead, granting three-quarter cover, and Wildwood Rejuvenation blossoms into glowing moss that seals wounds and muffles sound, letting the party regroup unseen beneath the canopy.
  • Sun-blasted Desert or Wasteland
    • Offense – In the absence of vegetation you lean on the elemental half: ruby facets blaze, heat ripples off the blade, and sand vitrifies into glassy shrapnel when you cleave the ground. The reflected glare counts as a flash-bang, granting advantage on your next attack as foes shield their eyes.
    • Defense – You plant the staff and will dormant seeds within its core to sprout into a thorny cactus barricade, shading allies from the sun. Drawing moisture from the air, the vines drip potable water, narratively refreshing exhausted companions during short-rest scenes.
  • Subterranean Caverns or Dwarven Halls
    • Offense – Swinging in tight arcs, you describe sparks of sapphire lightning racing along damp stone walls, ricocheting to strike clustered enemies. A follow-up Thornbound Cleave drives spiking roots through cracks in the floor, splitting stalagmites to shower enemies with razor shards.
    • Defense – You hammer the haft against the ground; roots wedge into fissures to brace a collapsing tunnel, granting the party safe passage. Earthsense granted by Verdant Resonance warns you of approaching burrowers, justifying an early ambush readied behind a barricade of interlaced roots and fallen masonry.
  • Urban Streets and Rooftops
    • Offense – You vault onto a balcony, using the staff as a pole to flip over city guards. Mid-air, topaz facets crackle with lightning that arcs down metal drainpipes, disabling pursuers without lethal force. Thorny vines then lash out to tangle bootlaces and grapple fleeing targets.
    • Defense – Spinning the Reaver like a quarterstaff, you describe weaving a circular hedge of brambles that springs from between cobblestones, forcing mounted opponents to dismount or risk their steeds’ legs. The weapon’s runes absorb stray arcane bolts, their glow dimming each time to show the theft of energy.
  • Swamp or Marshland
    • Offense – Standing calf-deep in murky water, you channel the staff’s chaotic flora to transform nearby reeds into barbed whips. A sweep of the gem-edge sprays scalding steam as cold and fire gems flash in succession, confusing predators that rely on heat-vision.
    • Defense – Driving the butt into muck, you summon a lattice of knotted roots that forms stepping-stones over sinkholes. Thorny bulrush walls close behind the group, slowing pursuing creatures and providing soft cover from missile fire.
  • Windswept Battleground or Open Plains
    • Offense – You whirl the double-bladed polearm in a full circle, describing how wind catches the sprouting vines and flings razor leaves outward in a thirty-foot radius—flavoring Thornbound Cleave as a storm of shrapnel that also restrains cavalry mounts.
    • Defense – During volley phases, you slam the staff into the ground to raise a low berm of earthen roots, granting half-cover to the line. At dusk, Stone-Root Fortitude is invoked: everyone resting within ten feet receives a narrative morale boost and temporary hit points as glowing runes pulse like coals beneath the turf.
  • General Role-play Tips
    • Balance the dual nature: alternate between describing gem-bright elemental fury and living-wood vitality to emphasize Saṃsāra’s theme of harmony and tension.
    • Use environmental details—soil type, masonry cracks, water content—to justify stronger or weaker manifestations, keeping the magic feeling organic rather than rote.
    • When the weapon’s chaos threatens to overrun order, role-play internal checks: whispered vines at the edge of hearing, gems that flicker erratically, or sap bleeding down the haft until the bearer recenters through calm or druidic rites.

By tailoring each scene to its surroundings, the Gemthorn Reaver becomes more than a stat block—it becomes a living symbol of growth against ruin, reacting uniquely wherever your adventures take it.

Perception of Activation:

  • Sight
    • User’s Perspective: The gem-inlaid axe face erupts in prismatic waves that race along the blade, while coils of emerald light spiral down the wood and roots. Runic veins flare, mapping your heartbeat in pulses of color.
    • Observer’s Perspective: A sudden bloom of multicolored brilliance crowns the weapon; green-gold glyphs ignite and thorny vines twitch as though breathing.
    • Positives: Visually awe-inspiring; can intimidate or rally allies and clearly signals the weapon’s empowered state.
    • Negatives: Impossible to hide—bright flashes betray position and may blind night-acclimated companions.
  • Sound
    • User’s Perspective: A layered chord of humming crystal, creaking timber, and distant thunder vibrates through your chest in time with each breath.
    • Observer’s Perspective: Listeners hear a deep metallic resonance underscored by crackling sap and faint wind-like whispers radiating from the staff.
    • Positives: The harmonic tone helps focus and steadies combat rhythm.
    • Negatives: Carries far in quiet terrain, foiling stealth and potentially attracting predators attuned to magic.
  • Touch
    • User’s Perspective: The haft warms where the gems glow, while cool sap pulses beneath the bark; tiny thorns flex against your skin as if testing resolve.
    • Observer’s Perspective: Small sparks and droplets of green light leap from grip to fingertips with every motion.
    • Positives: Temperature shift and steady vibration provide instant feedback that charges are live and power stable.
    • Negatives: Thorn pricks can distract or injure if grasp tightens under stress; prolonged heat may fatigue bare hands.
  • Smell
    • User’s Perspective: A blend of rain-damp earth, ozonic lightning, and fresh-cut cedar fills your lungs.
    • Observer’s Perspective: The immediate area gains a sharp petrichor tang mixed with resinous sweetness.
    • Positives: Earthy aroma can mask body odor or battlefield stench, aiding morale.
    • Negatives: Strong scent may interfere with tracking by smell or alert creatures sensitive to chemical changes.
  • Taste
    • User’s Perspective: The air acquires a faint metallic sweetness and grassy after-taste when you breathe through your mouth.
    • Observer’s Perspective: None, unless close enough to share the same air currents.
    • Positives: Serves as an internal cue that elemental energies are active.
    • Negatives: Prolonged exposure can leave a dry, tingling tongue that hints at dehydration.
  • Extra-Sensory Perceptions
    • Elemental Pulse Awareness
      • User’s Perspective: A sixth sense unfurls—nearby sources of fire, frost, or lightning appear as colored echoes in your mind’s eye.
      • Observer’s Perspective: Your focus sharpens; pupils flash the hue of the dominant element.
      • Positives: Lets you anticipate elemental traps or spells and choose matching damage types.
      • Negatives: Overlapping signals in magic-rich areas can cause sensory overload, imposing disadvantage on perception checks.
    • Verdant Empathy
      • User’s Perspective: You feel the emotional tenor of surrounding plant life—calm groves soothe, poisoned thickets throb with pain.
      • Observer’s Perspective: Vines on the staff mirror local flora, blooming or withering in sympathy.
      • Positives: Grants advantage on nature or survival checks involving plants or terrain.
      • Negatives: Intense suffering of corrupted ecosystems may impose concentration penalties or compel rash action.
    • Arcane Feedback Warning
      • User’s Perspective: Just before power surges become unstable, a sharp phantom thorn pricks your palm.
      • Observer’s Perspective: Runic lines flicker erratically, and a brief dimming sweeps the blade.
      • Positives: Early alert helps you disengage before magical backlash.
      • Negatives: Ignoring the warning can stun you for a round as chaotic energy rebounds.

The Gemthorn Reaver’s activation is a multisensory storm—beautiful, potent, and unforgiving—demanding that wielder and onlookers alike respect the narrow line between growth and ruin.

Recipe: Confluence of Stone-Root and Gem-Sap

  • Items Merged
    • Gemblade Axe
    • Thornwood Staff
  • Materials Needed
    • Prismatic Gem-Shards (ruby, sapphire, topaz) – 3 flawless pieces
    • Twisted Treant Heartwood Core – 1 staff-length plank, freshly cut
    • Reinforced Lithokarv Steel Ingot – 1 (for new socket and binding bands)
    • Living Ivy Vines – 4 yards, harvested at dawn
    • Elemental Essences (fire, cold, lightning) – 1 vial each
    • Verdant Lifesap Resin – 1 flask (acts as organic flux)
    • Runic Gold-Leaf and Viridian Ink – enough to trace all glyph channels
    • Obsidian Binding Pins – 6, to lock steel and wood together
    • Purified River Quartz Dust – 1 pouch (stabilises chaotic energy)
  • Tools Required
    • Titan-Forge and Runic Anvil (high-heat, rune-scored face)
    • Gem-Cutting Bench with diamond chisels
    • Heartwood Lathe and Spirit-driven clamps
    • Rune-Etching Needle set
    • Elemental Crucible with triple-chamber retort
    • Druidic Focus Circle (living moss ring and moonstone anchor)
  • Skill Requirements
    • Master Blacksmithing (to shape Lithokarv steel)
    • Expert Gem Cutting (for multi-facet inlay)
    • Advanced Woodcarving (working treant heartwood without killing it)
    • Runecraft and Enchanting (dual-school: elemental and verdant)
    • Druidic Nature Magic proficiency (to soothe chaotic sap during fusion)
  • Crafting Steps
    • Separate and Purify: Heat Gemblade Axe in Titan-Forge just until gemstones loosen; remove shards intact. Sand temper-line clean. Place Thornwood Staff on Heartwood Lathe, bore a central channel the length of the core, and drain excess corrupt sap into a sealed vial.
    • Forge the Steel Spine: Smelt the Lithokarv steel ingot; add ⅓ vial each elemental essence. Hammer the glowing billet on Runic Anvil into a slim octagonal rod the exact length of the heartwood core; quench in Lifesap Resin to bond metal with organic memory.
    • Embed Gem-Shards: On the Gem-Cutting Bench, facet each shard into leaf-shaped slivers. Carve recesses along the upper third of the steel spine; inlay shards with Quartz Dust adhesive. Etch tiny channel runes around each shard for mana flow.
    • Unite Wood and Steel: Warm the heartwood core until sap oozes. Slide the steel spine into the central channel, aligning gem faces with natural knots. Drive Obsidian Binding Pins through pre-drilled points, anchoring metal to wood without splitting grain.
    • Weave the Living Ivy: While the assembly is still warm, spiral ivy vines from base roots up to the gem cluster. Chant a druidic binding litany, letting vines graft into wood and wrap pins, fusing organic and metallic layers.
    • Etch Dual Runes: Using Rune-Etching Needle and gold-leaf, inscribe elemental sigils radiating from each gemstone; follow with viridian ink to trace nature-glyphs along vines and roots. Where symbols meet, carve balancing runes to tame chaotic feedback.
    • Stabilisation Ritual: Place the weapon upright in the Druidic Focus Circle under moonlight. For one full night, channel alternating pulses of elemental energy and healing magic through the staff until runes glow steady emerald-gold.
    • Final Temper and Test: At dawn, flash-quench the lower haft in river water to lock growth rings. Perform three activation sequences: Gemstrike Overgrowth, Thornbound Cleave, and Wildwood Rejuvenation. If pulses remain even and no cracks form, the Gemthorn Reaver is complete; otherwise return to Step 6 to repair disrupted channels.

The merged weapon now embodies the balanced might of stone-forged gems and living wood—ready for Tier 2 legends to wield.

Chronicle of the Stone-Root Jewel-Biter
As Recounted by the Dust-Tongued Scroll

In the elder age when moon yet pulled earth’s first sap, there lived a hammer-singer of the deep Lithokarv and a bark-whisperer who dwelt upon the twisting ways of the green maze. The hammer-singer, names lost to echo, sought edge that might hew the bones of mountains. The bark-whisperer, called perhaps Leaf-That-Thinks, yearned to fashion rod that could tame the riot of living thorn. Long did each labor in lonely hollows, until the winds of chance braided their hungers together.

So it was that the hammer-singer dreamt of a blade whose gems drank heat, chill, and crackling sky, but woke to find his forge grown silent—coals extinguished by sap that crept in from unseen roots. In the same dark hour the bark-whisperer beheld a vision of vines wrapping round a shard of star-stone, only to discover his glade overturned by shards of crystal fallen from above. They met upon the boundary where stone bled into wood, each accusing the other of trespass; yet their quarrel was broken by a voice that came neither from throat nor breeze. It was the earth itself, murmuring of balance undone: “Mold the one into the other, else both shall crack.”

With mistrust thick as pitch they agreed to toil under single roof. The forge they built half of basalt, half of living trunk; bellows of hammered bronze breathed through leaves of ironwood; an anvil sprouted roots. For nine turnings of the twin moons they worked: the hammer-singer striking rhythmless clangs that splintered night, the bark-whisperer coaxing treant heartwood to curl around molten gem like serpent guarding egg.

Yet chaos would not be stilled so meekly. On the tenth night, the gem clusters fractured, spearing the ceiling with shards of rainbow fire. Roots rioted, choking the chimney’s breath. All seemed doomed—until the hammer-singer thrust arm into the forge’s heart, seizing liquid steel with bare gauntlet, while the bark-whisperer pierced his own palm, letting lifeblood mingle with sap. Steel drank sap; sap cooled steel. Thus formed the spine of the weapon called Stone-Root Jewel-Biter, though later tongues shorten it to Gemthorn Reaver.

When at last they lifted the newborn artifice, the gems pulsed like comet-hearts, vines writhed yet did not sever, and runes of gold and viridian rewove themselves into sentences no scholar since has rightly read. Some say the two creators vanished then, drawn into the staff’s marrow; others claim they walk still—one as silent rock below, one as wandering bramble above—arguing through the weapon’s dreams.

The first bearer recorded was a warrior-herbalist of the river kingdoms. With Jewel-Biter she cleaved flood-gates of ice that tyrant mages had cast upon fertile fields, then turned the living roots to knit the riverbanks and heal the soil. Her tale is sung across four dialects, each misremembering her name, yet all agree she vanished under a tangle of blossoms the color of dawn when her work was done.

Much later, a prince with silver mask bought the weapon at a moon-shadow auction. In battle he called down lightning that leapt from gem to gem, turning enemy steel to light; but refusing to heed the thorn’s whisper, he wielded only the gleam, never the green. The roots sulked, drank his vigor, and in final duel they erupted through his armor, claiming him as rot claims unguarded grain. Courtiers speak his fate as warning that brilliance without bloom begets hollow victory.

In most recent parchment, caravan scribes note a quiet mendicant carrying a staff of vine-wound crystal that glows soft when children tend saplings. Where she walks, sick trees straighten; yet bandit blades that test her meet hurricane briars. Scholars debate if hers is the same artifact or mere echo, for each age the Reaver shifts: stones trade hues, bark trades knots, number ‘742’ is carved anew upon unknown place each cycles of seasons, as though item keeps tally of keepers—or perhaps of choices weighed between ruin and renewal.

So tumbles the tale, half-crumbled, of a forging where stone learned to bleed and wood dared to burn, reminding all listeners that in Saṃsāra’s wide loom, threads of doom and mercy are spun upon the selfsame spindle.

Moral of the Story: Power is twin-rooted; wield both branches or be strangled by the one you neglect.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition) — Stone-Root Jewel-Biter 742

  • Type Mythos Artifact (Hybrid Axe-Staff)
  • Skill Fighting (Axe) or Fighting (Staff)
  • Damage 1D12 + 1D6 (piercing thorns)
  • Build −1  Reach Long
  • Encumbrance 2
  • Charges 3 Gem-Siphon points; all replenish after a week spent in deep woodland or cavern.
  • Powers
    • Gemstrike Overgrowth: spend 1 charge; next three successful attacks in the same minute inflict +1D6 elemental damage (choose fire, cold, or electricity) and entangle the target (STR vs. STR to break free).
    • Thornbound Cleave: spend 2 charges; sweeping cone 6 m wide forces all occupants to make a Hard DEX roll or take 2D6 damage and become restrained for 1D6 rounds.
    • Wildwood Rejuvenation: spend 3 charges; heal 2D8+POW hit points divided among up to three targets within 10 m and purify corrupted terrain.
  • Passive Effects
    • Verdant Resonance grants Advantage dice to Track or Survival rolls in vegetated areas.
    • Stone-Root Fortitude: during a short rest the bearer may attempt a Power roll; success grants 1D4 temporary hit points and +20 % bonus to CON rolls vs. poison/petrifaction for 24 h.
  • Sanity Loss 0/1D4 each time Wildwood Rejuvenation is invoked (contact with chaotic life-force).
  • Value Beyond price to collectors; ≈ £30 000 if ever sold.

Blades in the Dark — Gemthorn Reaver

  • Item Tier Fine + Arcane Heavy Weapon (Load 3)
  • Qualities Devastating, Entangling, Versatile Focus
  • Usage
    • Gemstrike: mark 1 Stress; for one engagement add +1D to melee rolls and pull an additional effect (fire, frost, or lightning) that counts as Area and ignores armour.
    • Thornbound Sweep: push yourself (2 Stress) to make a group Action; on success, all enemies in melee range are either bound (cannot move) or take severe harm (player choice).
    • Wildwood Mend: spend 1 Coin worth of natural reagents during downtime; clear two harm levels on yourself or an ally and remove one negative faction status with a nature-aligned group.
  • Downside The weapon is Unquiet: attract +1 Heat whenever used inside a city district without significant greenery.

Dungeons & Dragons (5e) — Gemthorn Reaver 742

  • Weapon (battleaxe/staff), very rare (requires attunement by a creature with STR 15 and WIS 13)
  • Damage 1d12 slashing + 1d6 piercing; versatile (two-handed only)
  • Properties Reach 5 ft, counts as druidic spellcasting focus
  • Charges 3; regains 1d3 each dawn if embedded in soil or stone for 1 hour.
  • Passive Features
    • Verdant Resonance: advantage on Wisdom (Survival) checks to track in forests, caves, or ruins overgrown with plants.
    • Stone-Root Fortitude: at the end of a short rest, you gain temporary hit points equal to your Wisdom modifier and advantage on saving throws against poison and petrification until next dawn.
  • Active Features
    • Gemstrike Overgrowth (1 charge, bonus action) — for 1 minute, your melee attacks deal an extra 1d6 elemental damage (fire, cold, or lightning chosen when activated) and restrain a Medium or smaller target on a hit (DC 15 STR to escape).
    • Thornbound Cleave (2 charges, action) — 15-foot cone; creatures must make a DC 15 STR save or take 2d6 slashing and become restrained by roots for 1 minute (repeat save at end of each turn).
    • Wildwood Rejuvenation (3 charges, action) — up to three creatures of your choice within 30 ft regain 2d8 + your Wisdom modifier hit points; all nonmagical difficult terrain in a 10-ft radius becomes normal ground.
  • Attunement Slot Counts as both hands for wielding; occupies one magic-item slot.

Knave (1.1) — Root-Gem Cleaver

  • Type Heavy Polearm
  • Damage d10 + d4 (piercing)
  • Bulk 2 slots
  • Special Qualities Elemental, Entangling, Restorative
  • Properties
    • Gemstrike: once per exploration turn, declare an elemental colour (red, blue, yellow); successful hit inflicts +d6 matching damage.
    • Thorn Lash: once per combat, sweep a 10-ft arc forcing all creatures to Save vs STR or be tangled and unable to move for d3 rounds.
    • Root-Bloom: spend two rest-turns planting the staff; you and up to two comrades heal d8 HP and cleanse poison.
  • Drawback The weapon glows brightly when powers are active, imposing Disadvantage on Sneak tests.

Fate Core — Verdant Gem-Reaver 742

  • High Concept Living Elemental Battle-Staff
  • Trouble Chaos-charged and attention-drawing
  • Other Aspects Stone Spine, Root Heart • Jewels That Drink Storms • Balance Demands Sacrifice
  • Stunts / Extras
    • Gemstrike Overgrowth (1 Fate point): For one scene your attacks gain +2 and gain a second elemental aspect (Fire, Frost or Lightning). Any Create an Advantage action using Fight automatically gains one free invoke.
    • Thornbound Cleave (2 Fate points): Once per session make a single Fight attack against every foe in your zone; on a success you may forgo damage to instead apply the aspect Entangled by Living Roots with two free invokes.
    • Wildwood Rejuvenation (1 Fate point + succeeding an Overcome with Lore or Survival): Clear two stress boxes or one mild consequence on one target; you may instead downgrade a moderate consequence to mild.
  • Permission Must carry the Reaver; counts as both a weapon and an arcane focus.
  • Cost Each stunt activates only while attuned (attunement is a scene-length ritual in growing earth or stone).

Cypher System / Numenera — Gemthorn Reaver

  • Level 8 (24 HP) Form Heavy melee weapon / artifact
  • Damage 8 points (slashing & piercing)
  • Effect Contains 3 gem-siphon points. A point regenerates every 12 hours if the weapon rests in natural soil or bedrock.
    • Gemstrike Overgrowth (1 pt): For ten minutes attacks deal +2 damage of a chosen type (fire, cold or electricity) and inflict the Entangling condition (Speed defense tasks hindered) on a roll of 17+.
    • Thornbound Cleave (2 pts): Cone within immediate distance; targets make Speed defense at −2 or take 6 damage and are immobilized (might break free with a level-6 Might task).
    • Wildwood Rejuvenation (3 pts): Up to three creatures within short range regain 1d6+Level points split between their Pools; corrupted terrain in immediate range is cleansed.
  • Depletion 1 in 1d20 when the last point is spent.

Pathfinder Second Edition — Gemthorn Reaver 742

  • Item 10 Rare Price 7,500 gp
  • Bulk 2 Hands 2 Damage 1d12 Slashing, 1d6 Piercing; Reach, Forceful, Sweep; counts as druidic focus
  • Activation (◆ Interact) Choose an elemental mode (fire, cold, or electricity); the weapon gains that damage type for one minute and its critical specialization effect also applies the Immobilized condition (Escape DC 25). You can’t activate another mode while one is already active. Uses 1 charge.
  • Charges 3; recharge by planting the Reaver in living soil during daily preparations.
  • Thornbound Cleave (◆◆; Evocation, Plant): Expends 2 charges. Make one attack roll against all creatures in a 15-foot cone. On a hit deal weapon damage plus 2d6 and the target is restrained (DC 25 Escape, lasts 1 minute or until freed).
  • Wildwood Rejuvenation (◆◆◆; Healing, Plant): Expends 3 charges. Up to three allies within 30 feet regain 2d8+your WIS modifier Hit Points, remove one persistent poison, and difficult terrain of plants in a 10-foot radius turns normal.
  • Passive When you Refocus in natural surroundings you gain resistance 2 to poison and electricity for 10 minutes.

Savage Worlds Adventure Edition — Stone-Root Cleaver

  • Category Heavy Melee Damage STR + d12 (AP 2) Weight 10
  • Availability Rare Min Str d8 Notes Two-handed, Reach 1, Ritual Focus
  • Powers (use wielder’s Power Points; counts as a Weird Science device with Power Limit 10 PP)
    • Gemstrike Overgrowth (2 PP): Smite with the Elemental Trappings (fire, ice, lightning) lasting 3 rounds; damage becomes STR + d12 + 2 and all attacks count as Heavy Weapons.
    • Thornbound Sweep (4 PP): Burst power centred on wielder; those who fail Agility rolls take 2d6 damage and are Entangled.
    • Wildwood Rejuvenation (5 PP): Healing power on up to three targets in Spirit range; each gains a free Vigor roll to remove fatigue from poison, disease or environmental hazard.
  • Quirk While any power is running the weapon glows and hums; Sneak rolls are made at −2.
  • Hindrance On a critical failure with powers, vines lash the bearer causing a Fatigue level.

Shadowrun Sixth World — Verdant Storm-Edge 742

  • Type Exotic Melee (Axe-Staff) • Reach 2
  • Damage 7 P • Armor Penetration –2 • Accuracy 5
  • Availability 12 F • Cost 14,000 ¥
  • Skills Exotic Melee Weapon (Storm-Edge) or Blades −2 dice
  • Focus Rating 4 (Foci category: Weapon + Plant Spirit)
  • Passive
    • Natural Reservoir: While carried, wielder gains +2 dice to Tracking tests in forests or underground tunnels.
    • Stone-Root Fortitude: If the bearer rests at least 1 hour with the weapon planted in living soil or bedrock, they recover 1 Stun box and gain +1 Edge for the first test against toxins or petrification effects that day.
  • Active (free or minor actions unless noted)
    • Gemstrike Overgrowth (Simple Action, 1 Charge): Choose Fire, Cold, or Electricity. For 3 Combat Turns attacks add +1 DV of that element and on net hits ≥ 2 apply the Immobilized status (Athletics + STR versus 3 + net hits to break).
    • Thornbound Cleave (Complex Action, 2 Charges): Sweeping 90° arc; roll one attack against all targets in Reach 2. On a hit each takes base damage and becomes Entangled (Escape Artist vs. 3 + net hits).
    • Wildwood Rejuvenation (Complex Action, 3 Charges): Wielder may heal (Magic × 2) boxes shared among up to 3 allies within Reach. Counts as a Healing spell with no Drain.
  • Charges 3 “gem-siphon” charges; regain 1 per hour of meditation in a natural environment (none in arcologies or void).

Starfinder — Root-Gem Cleaver

  • Level 9 Price 9,300 cr Bulk 2 Hands 2
  • Weapon Type Advanced Melee (Heavy) • Powered (capacity 3, usage special)
  • Damage 1d12 S; when powered, +1d6 energy (type chosen)
  • Critical Entangle (1d4 rounds)
  • Special Analog, Magical, Reach, Wounding
  • Modes
    • Activate Gemstrike (swift action, 1 charge): For 10 rounds add 1d6 fire, cold, or electricity damage and the weapon gains that energy type in addition to slashing.
    • Thornbound Sweep (standard action, 2 charges): 15-ft cone melee attack; each creature takes 2d6 slashing (Ref DC 16 half) and is entangled for 1 round on a failed save.
    • Wildwood Rejuvenation (full action, 3 charges): Up to three creatures within 30 ft regain 2d8 + your key ability modifier HP; difficult terrain of plants in a 10-ft radius becomes normal.
  • Recharge Any spent charge returns after the weapon remains planted in soil or unworked stone for 8 consecutive hours.

Traveller (Mongoose 2nd Ed.) — Gemthorn Reaver

  • Tech Level 13 Mass 3 kg Cost 35,000 Cr
  • Skill Melee (Polearm) or Melee (Blade) –1 dice
  • Damage 4D AP –2 Reach 1 m
  • Traits
    • Elemental Edge: As a Minor Action choose Fire, Cold, or Electricity; for 1 minute damage of that type is added as +1D and armour counts as one level lower.
    • Thornbound Cleave: Once per encounter make one attack against all targets in front arc within Reach; on a hit target must pass END 8+ or be Restrained (DM –2 on all actions) for 1d6 rounds.
    • Wildwood Rejuvenation: After any combat, the bearer may spend 10 minutes planting the staff; make Medic 8+ test. Success heals 1D damage distributed among up to three allies and cancels one level of poison or disease progress.
  • Special If used in vacuum or metallic corridors without any natural substrate, all special abilities operate at DM –2 and require twice the time or actions.

Warhammer Fantasy Roleplay 4e — Stone-Root Reaver

  • Weapon Group Two-Handed Reach Long Encumbrance 3
  • Damage SB + 6 Qualities* Damaging, Impact, Entangling*, Magical (Arcane & Petty)
  • (Entangling applies on Critical or if the wielder spends 1 Advantage.)
  • Passives
    • Verdant Resonance: +10 to outdoor Survival and Track Tests.
    • Stone-Root Fortitude: At the start of a Rest, the bearer may make a Challenging (+0) Resilience Test; success grants +1 AP versus Poison and Corruption until next dawn.
  • Once-per-Session Powers
    • Gemstrike Overgrowth: For ten rounds attacks inflict an extra +1 Damage of chosen element (Fire, Frost, or Lightning) and count as Magical (Lore same).
    • Thornbound Cleave: Spend 2 Advantage; make a Standard Attack against every target in a 45° arc. Each struck foe must also oppose Strength 50 or become Entangled and gain the Prone Condition.
    • Wildwood Rejuvenation: With a 10-minute ritual heal 1d10 Wounds split among allies within Willpower yards and remove one Condition caused by poison or disease.
  • Drawback Whenever any power is activated, gain +1 Corruption Test (TN 6); failure inflicts 1 Corruption point as chaotic sap seeks a host.