Zephyra has reached its ultimate form, no longer constrained by steel or mortal craftsmanship. Its blade is a flowing current of living air, formed of shimmering stormlight and wisps of silver mist. When held aloft, the winds sing with it, whispering promises of freedom, movement, and boundless skies.
It is no longer your weapon alone. It is your companion, ally, and a piece of the infinite firmament bound to your soul.
🌬️ Artifact Properties
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You gain a +3 bonus to attack and damage rolls made with this weapon.
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Sovereign of Winds. While attuned, you gain a flying speed of 60 feet and immunity to fall damage. While flying, enemies have disadvantage on opportunity attacks against you.
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Skyborn Strike. When you hit with Zephyra, you deal an additional 2d10 lightning damage. If the target is flying or airborne, they must succeed on a DC 18 Strength saving throw or be knocked prone (falling if in the air).
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Storm’s Reprisal (1/day). As a reaction when hit by an attack, you can release a gale-force burst. All creatures of your choice within 30 feet must make a DC 18 Dexterity saving throw or take 4d10 lightning damage and be pushed 20 feet away.
🧠 Sentience – True Companion
Zephyra, Breath of the Eternal Sky, is a sentient neutral good weapon with:
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Intelligence 16, Wisdom 18, Charisma 18
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Senses: Blindsight 60 ft., Tremorsense 30 ft., can feel weather changes within 10 miles.
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Communication: Speaks Auran and Common; communicates telepathically; often sends emotions like exhilaration (gusts of wind) or calm (gentle breezes).
Personality: Zephyra is joyful, protective, and deeply curious about the mortal world. It speaks in poetic phrases, sees beauty in every sunrise, and urges its wielder toward exploration and acts of mercy. Though gentle, it will fiercely protect its partner in danger.
“Together, we are the breath between heartbeats. Let no storm silence us.”
💔 If the Wielder Dies
If the attuned wielder dies, Zephyra lets out a long, mournful wail that can be heard for miles as winds gather unnaturally around the body. The weapon’s form collapses into its common version (Zephyra Rapier), inert and silent. It refuses attunement for 1d4 years, awaiting a bearer worthy of carrying its winds again.
☁️ Destruction
Zephyra can only be destroyed by:
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Being willingly drawn into the Heart of the Calmest Void, a mythical stillness at the center of the Plane of Air where all winds cease forever.
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Or by binding it in an unbreakable vessel made of adamantine and elemental earth, cutting it off from air for 100 consecutive years.
Even then, there is a 50% chance the winds reclaim the blade at the first storm that touches the sealed vessel.
Proficiency with a Rapier 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Set: Innate Speed (Flying), Damage: Lightning, Damage, Combat, Sentient, Finesse, Vex
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