Weapon (greatsword), artifact (requires attunement by a Must Be A Path of Despair Barbarian)

The vial combination of metal and misery serrates the twisted greatsword forged against the Gods. This weapon grants a +5 to your Armor Class. Weapon DC is 22. This weapon doubles the damage of Ensnaring Entanglement. This weapon also deals the damage of Ensnaring Entanglement on contact with any non-attuned creature (including on a successful attack).

Ferrous objects held by you give an additional 20 Hit Points per item (10 Gold Pieces in currency also stacks this buff), you have resistance to ferrous weapons, and you gain advantage against creatures in ferrous armor with this weapon.

This weapon has 2 attacks.

Greatsword. Weapon gains a 10-foot reach. Whenever an attack is successfully made with this weapon the creature must make a Strength Saving Throw. On a fail the creature becomes GougedGouged creatures must make a Saving Throw with their spell attack modifier to successfully cast spells or use spell like abilities. Additionally, Attacks of Opportunity made against Gouged creatures have advantage.

Colossal Greatsword. Weapon makes a sweeping attack in a 45-foot, 90-degree cone against chosen creatures. Those creatures must make a Dexterity Saving Throw. On a fail the creature is grappled inside The Abomination and takes contact damage at the start of their turn. The sword remains swingable with the creature inside it, and the creature travels with you without burdening your movement unless it is two size categories larger than yourself. Attacks made with a creature two size categories larger than yourself have disadvantage, and movement is halved. When an attack is made on another creature while a creature is in the sword, the creature in the sword also takes contact damage.

This sword also grants a new size category adjustments. Additionally, changing your size category can be done at will:

Tiny. You gain a walking speed of 300 feet, your Armor Class becomes 10 + your Dexterity Modifier, your Stealth Modifier is quadrupled, you can walk across any walls, ceilings, or water with a 120-foot speed.

Medium. You gain your Strength Modifier to your Armor Class, you gain advantage against effects that cause you to be Displaced or Restrained, you gain Immunity to all Bludgeoning, Piercing, or Slashing damage.

Huge. Your walking speed doubles. You gain the ability to grapple people inside your body up to two size categories larger than yourself. Creatures grappled inside your body take Ensnaring Entanglement damage on each of their actions, bonus actions, or reactions, as well as yours.

Colossal (30 x 30). Your walking speed triples. You gain the ability to root yourself completely. As an action you can activate Ensnaring Entanglement with a range 30-feet past your attack range. You cannot move during this regardless of any item effect allowing movement during Ensnaring Entanglement. This entanglement also reaches into the air allowing you to see any creature within the sphere around you. Chosen creatures also in this range, when they take damage from Ensnaring Entanglement, must make a Strength Saving Throw. On a fail the creature becomes Gouged.

Ensnaring Entanglement can now be used as a bonus action, or a reaction to being attacked.

Heresy. When a God commits an act deemed "Against the benefit of Man" while in your Ensnaring Entanglement the barbs of your metal writhe with a rage against the deities. When a God does this, makes a d20 test they must roll a 20 on. If the God fails they take the damage of Ensnaring Entanglement with 20x the d6, no matter what. The God also becomes Gouged and Grappled. On a success the God takes half the damage, no matter what. You can do this an amount of times equal to your Proficiency Modifier. To reset this you must remain in rest for 18 hours.

 

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Damage: Slashing, Bonus: Melee Attacks, Must Be A Path of Despair Barbarian, Heavy, Two-Handed, Graze

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2025 8:57:31 AM
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Coming Soon
6/29/2025 9:07:58 AM
5
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Coming Soon
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