The Weavemongers of Aeor were unrivalled in their ingenuity and innovation as they strove to develop weapons for their conflict with the gods. Within their arcane forges, they crafted glintblades to arm even the lowliest of the populace against incursions. The blades amplified the wielder's inherent arcane energy, channeling it into the unique Glintsword Sorceries of the flying city state. Since the fall of Aeor, most of these relics have been presumed lost or destroyed in the crash.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon has 8 charges. You can expend a number of charges to activate the following abilities. If an ability requires a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.
The weapon regains 1d6+2 charges at dawn.
- Empowered Lunge. (1 Charge) Your sword gains an arcane edge and propels you forward with great speed. Immediately before making a melee attack, you move up to your speed without provoking opportunity attacks.The first attack you make on your turn has advantage and deals an additional 1d6 Piercing damage.
- Rogier's Retaliation. (1 Charge) You conjure arcane shortswords to protect you. As a reaction when you are hit with an attack roll, you can grant yourself a +2 bonus to AC until the start of your next turn including against the triggering attack. The creature that hit you must make a Dexterity saving throw, taking 3d6 Piercing damage on a failure or half as much on a success.
- Colossal Strike. (2 Charges) You wreath your blade in arcane light, enlarging it and striking at multiple foes. When you hit a creature with a melee attack, you can force all creatures in a 15-foot cone or 30-foot line emanating from the target to make a Constitution saving throw. On a failure, they take Force damage equal to the number rolled for your attack or half as much on a success.
- Gough's Grounding Greatblades. (2 Charges) You conjure arcane greatswords to hinder your adversaries. As an action, you hurl three arcane blades. You can hurl them at one target within 120ft. or at several. On a hit, the target takes 2d6 Piercing damage and its speed is reduced by 15 feet. If a creature's speed is reduced to zero, it has the Restrained condition until the end of your next turn. You can spend additional charges to create one additional arcane greatsword per 2 charges spent.
- Glintblade Phalanx. (3 Charges) An arcane arsenal safeguards you and your allies. As an action you conjure arcane blades around you in a 15-foot Emanation for one minute or until you lose concentration. Friendly creatures within the emanation gain resistance to bludgeoning, piercing or slashing damage (You choose when you conjure the emanation). A hostile creatures' speed is halved in the Emanation and whenever a creature enters the Emanation or ends its turn there, the creature must make a Strength saving throw. On a failure, they are pushed out of the emanation and their speed is reduced to zero until the end of their next turn.
- Glintblade Vanguard. (3 Charges) An arcane arsenal empowers your assault. As an action you conjure arcane blades around you in a 15-foot Emanation for one minute or until you lose concentration. Friendly creatures within the emanation can make an Opportunity Attack against an enemy who hits or misses them with a melee attack. A hostile creatures' speed is halved in the Emanation and any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Force damage.
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: Magic, Damage, Combat, Versatile, Sap
Previous Versions
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7/6/2026 10:20:40 PM
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