Weapon (greatsword), legendary (requires attunement)

A massive greatsword with portions of its edge having been chipped from centuries of use. The crossguard and pommel are colored dull gold, with empty sockets on the crossguard that are fitted for gems, perhaps a sign of its once opulent appearance.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Fit Only For A King!  This weapon will only recognize those worthy of the crown. If a creature without a Noble background or without any ties to a royal bloodline attempts to attune to the weapon, they must succeed a DC20 Charisma saving throw or be dealt 13 (3d8) psychic damage and knocked Prone in a kneeling position for 1 minute. If they succeed, they attune to King's Will as normal, however the creature cannot use Declare Knighthood or King's Order.

Sentience. This weapon is a lawful neutral weapon with an Intelligence of 18, Wisdom of 20, and a Charisma of 16. It has hearing and normal vision of 120ft. The weapon can speak, read, and understand Common and any other language the wielder knows, and can telepathically communicate with its wielder.

Personality. This weapon speaks very slowly. To the weapon, a king must always be courageous, wise, and decisive. Their actions must always be towards the benefit of their people and have no regrets in their decisions. If the wielder is a Noble or at least have connections to a royal bloodline, they are often friendly and helpful, guiding their wielder on how to be a proper King. However, they tend to have a more condescending tone if their wielder has no such royal connection, often reluctant on guiding them and doubtful of their decisions. However, if they find them to carry themselves nobly and appropriately for a king, they will have less reservations towards them, though the condescending tone never seems to leave their voice.

Royal Conduct. While wielding King's Will, you gain proficiency in Charisma (Persuasion) and Wisdom (Insight). If you are already proficient, you gain Expertise instead. When interacting with nobles and members of royalty, you roll Charisma (Persuasion) and Wisdom (Insight) checks with advantage.

Declare Knighthood. Once per dawn, you can perform a 1 minute knighting ceremony on a willing creature. The ceremony must be witnessed by one other creature other than you and the creature being knighted. Once the ceremony is completed, the creature is considered your Knight.  You can have up to two Knights and if you knight a third creature, the oldest creature loses their Knighthood. A creature can also lose their Knighthood if you die. When a Knight is within 10ft of you, they gain a +2 bonus to their AC and attack rolls.

King's Order. You can use a bonus action to issue an order to one of your Knight. The Knight must be able to hear you, and they are magically compelled to complete the order to the best of their ability. You can issue a King's Order a number of times equal to your proficiency bonus, regaining all expended use at dawn. Issuing an order does not use a Knight's action or reaction. You have the following orders:

  • Protect Me! Whenever an enemy makes an attack against you and your Knight is within 5ft of you, you can use your reaction to order your Knight to intercept the attack, making the target of the attack the Knight instead of you.
  • Strike Them Down! Choose a creature within 30ft that you can see. Your Knight can immediately move up to half its speed towards the creature and make one weapon attack against it. If the attack hits, the creature must succeed a DC18 Strength saving throw or be knocked Prone.
  • Hold The Line! Until the start of your next turn, enemy creatures within 10ft of the Knight have disadvantage on attack creatures other than the Knight.
  • Charge Forth! Until the start of your next turn, your Knight can move without provoking Opportunity Attacks. If your Knight moves 20ft straight towards a creature and hits it with a melee attack on the same turn, they deal an additional 1d8 damage of the same type as the attack.

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, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

MrYellowWhite

Comments

Posts Quoted:
Reply
Clear All Quotes