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This item has two states: one with ice and one without. Neither is really important to this weapon, but you can always allow a bonus action to switch between the states.

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FrostmawWeapon (longsword), rare (requires attunement) 

"It's not about how hard you hit, sonny. For us in the Winter Guard, it is about how often you hit. This blade is especially dangerous when a group of warriors each wield one, or when in the hands of a single experienced fighter. You must remember this principle if you are to join our ranks. We represent the frostbite our enemies don't notice until they have lost 3 of their fingers."

Frostnip. Whenever you hit a creature with this weapon and deal damage to it, its speed is reduced by 5 feet until the start of your next turn, to a minimum of 5 feet. 

Frostbite. Whenever you use this weapon to hit a creature whose speed is reduced by 5 feet or more through a Frostmaw's Frostnip property, it cannot take reactions until the start of its next turn. 

Frostcrunch. Whenever you use this weapon to hit a creature whose speed is reduced by 15 feet or more through a Frostmaw's Frostnip property, you deal an additional 1d8 cold damage to it.

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Comments

Darrell

I love the theme, but mechanically I can't see how it's possible for anyone other than a level 11+ fighter to activate the third property (and even then, they could only take advantage if they used their action surge or were hasted and hit with all 4 attacks.)

aripockily

Yup, but this does change once the fighter's friend picks up another Frostmaw. It's a little GM fiat in this way, but strong when it happens. (But the speed reduction and removing reactions is already very useful; you can pull off some untouchable hit-and-run tactics this way. The Frostcruch property is mostly there to open up different possibilities, be it getting another Frostmaw or figuring out ways to grab extra attacks (reactions, haste, BA attacks from Frenzy barbarian, extra Samurai attacks, etc)