Farsplitter: Black-Etch
Farsplitter: Black-Etch
Category: Weapon (Melee, Polearm – Custom Halberd-Class)
Description
Farsplitter is a two-handed polearm of uncommon shape and terrifying purpose. Its weapon head does not bear a bladed edge — instead, at its apex sits a solid obsidian ball, forged so dense it rings like iron when struck. Opposite this, a brutal crescent-hook curves backward like a black talon — designed to catch flesh, chain, or spirit and drag it down. The contrast between the pure impact of the blunt end and the cruel efficiency of the hook defines its style: strike first to stagger, then tear to end.
The haft is wrapped in tension-bound duskcord, with inlaid veins of silver alloy that spiral around it like skeletal branches. Carved near the top, just behind the hook, lies the Shaded Flame — Heath’s unmistakable sigil: a silver ring encircling a blackened flame, etched so deep the metal beneath weeps lightless oil when struck in battle.
Properties
- Type: Custom Halberd (Reach, Heavy, Two-Handed)
- Material(s): Black-Etch alloy, obsidian core sphere, shade-hook forged steel
- Rarity: Very Rare
- Rune Inscriptions: Etched subtly around the base of the blunt end and inside the hook’s curve
- Damage Type: Bludgeoning (main), Slashing (hook), Force (on abilities)
- Attunement Requirements: direct allegiance to Halvareth traditions SOULBOUND
Runes of Farsplitter
- Rune of Quassare (Shatter):
On a hit with the blunt end, this rune allows the strike to deal double damage to constructs or summoned barriers. - Rune of Tractus (Pull):
On a hit with the hook, you may choose to pull the target 5 feet toward you. If they are Large or smaller and fail a Strength save, they are knocked prone. - Rune of Severum (Unmake):
Once per long rest, a successful hit with the hook forces a creature to make a Constitution saving throw. On failure, one ongoing magical effect on them is dispelled, and they take 2d10 force damage from the disruption.
Unique Abilities
- Dual Intent – Passive:
You choose the end of the weapon when attacking. - Blunt Sphere: 1d10 bludgeoning
- Hook End: 1d10 slashing
Switching ends requires no action if attacking on your turn. - Crush the Ground – Active (1/day):
Slam the blunt sphere into the earth. Enemies in a 10-foot cone must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and fall prone. The area becomes difficult terrain until cleared. - Wound That Whispers – Passive:
When a creature is hit with the hook end, it cannot regain hit points until the start of your next turn. If that creature is undead or summoned, it takes +1d6 radiant damage as the rune pulses in defiance.
Origin
Heath forged Farsplitter not to lead charges, but to end them. It was designed to strike down entities tethered to unstable magics — a weapon with two faces: one to break armor and faith, the other to rip the curse from bone.
He crafted the obsidian sphere from a shattered sealstone pulled from the edge of a planar rift — one that had refused to die even after being broken. He sealed it into the shaft with a whisper and hammer blow.
Associated Lore
Few weapons are as feared in close combat. Enemies describe the strange silence just before impact, and how the blunt end strikes like a funeral bell. It’s said that the hook doesn’t tear flesh — it unravels it, as if the body simply forgot to hold together.
To bear Farsplitter is not a mark of glory, but of burden. Wielders are expected to take no pride in its use — only necessity.
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