This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
Description
A sleek blade of silvery-blue alloy that seems to flicker slightly out of phase with the material plane. Arcane runes glow faintly along the flat when drawn in combat, and the edge hums with an otherworldly resonance. The hilt is wrapped in midnight-blue leather with platinum inlays forming constellations of a forgotten sky.
Lore
"Precision is the highest form of violence." — Inscribed on the blade in ancient Aarakocra script
Forged in the liminal space between the Material and Astral planes, Aetherbrand was created by the archmage Zephyros as he sought to harmonize opposing forces within himself. The blade embodies the duality of calculated intellect and primal fury, serving as both a conduit for arcane energy and an instrument of devastating martial prowess.
Properties
- +3 magical longsword
- Deals an additional 1d8 force damage on hit
- Counts as a spellcasting focus for arcane spellcasters
Abilities
Aetherlash (Passive)
Once per turn when you hit with a melee attack, you deal an additional 1d8 force damage as the blade phases between reality and the Astral Plane.
Phase Strike (3 charges)
When you hit a creature with this weapon, you can expend a charge to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the blade phases through their defenses, and the attack becomes a critical hit. The weapon regains 1d3 expended charges daily at dawn.
Interplanar Keen
The blade's edge exists simultaneously across multiple planes. Your attacks with this weapon ignore resistance to slashing damage and treat immunity to slashing damage as resistance.
Planar Step (1/Long Rest)
Once per long rest, you can use an action to cut a temporary rift in the fabric of reality using this weapon. Choose one of the following effects:
- Reality Breach: You tear open a temporary doorway between planes. You can transport yourself and up to eight willing creatures you can see within 30 feet to another plane of existence. You must have knowledge of the destination plane, and you must speak aloud its name during the action. The destination can be a specific location on that plane if you have detailed knowledge of the place. The effect is similar to opening a doorway between worlds that remains open briefly before sealing. If the destination would be harmful (such as the Elemental Plane of Fire without protection), the weapon vibrates in warning before the effect is completed.
- Planar Anchor: You can instead use this ability to return to your home plane from another plane of existence. The blade resonates with the unique frequency of your native plane, creating a pathway back regardless of distance or dimensional barriers.
The effect is similar to certain high-level teleportation magic but is powered by the weapon's innate connection to the spaces between planes.
Attunement Process
Attuning to Aetherbrand requires completing a ritual that embodies the weapon's dual nature and takes place over the course of a short rest:
- The Blood Offering: The character must spill their own blood onto the blade (taking 1d4 piercing damage), symbolizing the martial aspect.
- The Mind Offering: The character must spend 10 minutes in deep meditation while touching the blade, during which they experience visions of cosmic astral space and alien geometries.
- The Convergence: At the conclusion of the ritual, the character must succeed on an Intelligence (Arcana) check (DC 15). On a success, the runes along the blade briefly glow with the wielder's blood before absorbing it completely.
- The Binding: The wielder is compelled to speak words in Celestial (even if they don't know the language), pledging to seek balance in all conflicts. This completes the attunement process. The oath translates roughly to: "Between fury and wisdom, I will walk the edge."
During the attunement process, the blade assesses the wielder's potential. If the attunement succeeds, the blade's physical appearance subtly shifts to better reflect the wielder's personal aesthetic while maintaining its core silvery-blue coloration.
Curse: The Duality Balance
Aetherbrand was forged to harness opposing forces, and it demands the same of its wielder. The weapon's full power can only be accessed when certain conditions are met:
- Dual Nature: The weapon must be attuned by a character who embodies both calculated intellect and primal power. In game terms, this means:
- The wielder must have at least 14 in both Intelligence and Strength
- The wielder must have levels in both a martial class and a spellcasting class
- Balance Threshold: If the wielder does not meet these requirements:
- The weapon functions only as a +1 magical longsword
- Aetherlash deals only 1d4 force damage instead of 1d8
- Phase Strike's save DC is reduced by 2
- Planar Step cannot be used
- Power Imbalance: If the wielder strongly favors one aspect over another (having a 6+ point difference between Intelligence and Strength), they must succeed on a DC 15 Wisdom saving throw at the start of each day or suffer one level of exhaustion as the blade drains their energy trying to force balance.
- Severing Attempt: If a wielder attempts to discard the weapon after attunement, they must succeed on a DC 16 Charisma saving throw. On a failure, they experience wracking pain (2d10 psychic damage) as the weapon resists separation. On a success, the attunement ends, but the character suffers disadvantage on attack rolls for 1d4 days as phantom pains linger in their sword arm..
Evolution
As the wielder grows in power and further embodies the balance between intellect and fury, Aetherbrand may reveal additional abilities:
Tier 2 (Requires character level 11+)
- Aetherlash damage increases to 2d8 force damage
- The wielder can cast Misty Step 3 times per day without expending a spell slot
- The weapon gains the ability to absorb and store one spell of 3rd level or lower, which can be released as a bonus action
Tier 3 (Requires character level 17+)
- Aetherlash damage increases to 3d8 force damage
- Phase Strike now affects all creatures of your choice within 5 feet of the target
- Once per long rest, you can create a 15-foot radius sphere of warped space centered on a point within 60 feet; creatures in this area must make a Dexterity saving throw or take 8d8 force damage and be restrained until the end of your next turn
DM Notes
Aetherbrand is designed to be a powerful but balanced legendary weapon that grows with a character. The curse ensures it works best for characters who maintain a balance between physical and mental attributes, as well as between martial and magical approaches. The weapon's abilities are powerful but limited by charges or uses per day.
For higher-level campaigns, consider allowing the wielder to unlock additional abilities by performing specific deeds that demonstrate mastery of both intellect and strength, such as solving an ancient puzzle while under combat pressure or defeating a powerful enemy using both martial and magical tactics in the same encounter.
Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Melee Weapon Attacks, Damage: Force, Phase Strike (3 charges) When you hit a creature with this weapon, you can expend a charge to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the blade phases through their defenses, and the attack becomes a critical hit. , Aaracokra who has pledged their fealty to the blade and to the "Sundering of the Skies", Cursed, Versatile, Sap
Previous Versions
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