#### High Templar's Glaive Melee weapon, very rare (requires attunement), 6 lb. 1d10 Slashing heavy, reach, two‑handed --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each time you attack, you choose whether it deals fire, cold, lightning, or slashing damage. Whenever you score a critical hit, roll a d6 on the Court of Elements row of the Servitors chart (page 31). A tear opens to the elemental plane of Quintessence and the rolled servitor steps through. This servitor fights for you and obeys your commands. They return to Alloy, the Burning City, after 1 minute or if they drop to 0 hit points. The glaive has a large brass blade on the end of a teak shaft with elemental runes carved into it. The runes glow faintly in the presence of an extraplanar being. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Reach.*** This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. --- #### High Templar's Glaive Melee weapon, very rare (requires attunement), 6 lb. 1d10 Slashing heavy, reach, two‑handed --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each time you attack, you choose whether it deals fire, cold, lightning, or slashing damage. Whenever you score a critical hit, roll a d6 on the Court of Elements row of the Servitors chart (page 31). A tear opens to the elemental plane of Quintessence and the rolled servitor steps through. This servitor fights for you and obeys your commands. They return to Alloy, the Burning City, after 1 minute or if they drop to 0 hit points. The glaive has a large brass blade on the end of a teak shaft with elemental runes carved into it. The runes glow faintly in the presence of an extraplanar being. ***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. ***Reach.*** This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. ***Two-Handed.*** This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. ---