Weapon (glaive, greatsword, longsword, rapier, scimitar, or shortsword), very rare (requires attunement by a The sword speaks to a new wielder. If that person agrees they will be bonded after a minute. )

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. You get +2 to Strength. Your walking speed is increased by 10 ft. You gain Blindsight 30 ft.

This weapon can be wielded with one hand as it is light to the wielder bonded to it.

You can cast the Spell Misty Step 3/3 Day per Long Rest.

You can cast the spell Knock 1/1 Day per Long Rest.

You deal 4d6 extra Force damage when you hit.

You may make throw the greatsword range 60/80 feet by making an attack action with disadvantage. You may will the sword back to you as Bonus action and it will fly back to your hand. You may wil the sword back to you without using a Bonus Bction but you will take 2d6 slashing damage.

Whenever you hit with a Critical Hit you gain temporary hit points equal to half the Force damage total rounded up only once per combat encounter.

The first time you would reach 0 hit points you instead survive with 1 hit point. 1/1 Long rest.

You have advantage on checks where you're forced to be disarmed of your sword.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You may repeat the Wisdom save but the DC increased by +1 after every failed save.

You crave combat and when you take a Long Rest without engaging in combat for the day you must roll for Exhaustion at the end of your Long Rest. Exhaustion from this curse dissipates you've killed someone with the weapon after 5 rounds of combat or the opponent had higher than 50 hit points.

You can break the curse only by being cast Remove Curse at level 6th level or killing the being that killed the spirit in the sword. DC 30 Persuasion/History Check to find out who. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +2 Weapon with no other properties.

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: Bonus: Magic, The sword speaks to a new wielder. If that person agrees they will be bonded after a minute. , Damage, Combat, Cursed, Heavy, Two-Handed, Graze

Item Tags: Damage Combat Cursed

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