Damage: 2d6 blugeoning when sheated, or 2d8 slashing when unsheated
Properties: Heavy, Two-Handed, Finesse
Weight: 8 lb.
Damage Type: Slashing
A partially translucent ōdachi whose blade seems to exist only partially within the material world. Its edge does not merely cut flesh—it cuts the continuity of things.
If attuned and unsheated, User will gain the following skills :
Unhealable Wounds
When you hit a creature with Arayashiki, the wound cannot be naturally repaired.
For 24 hours, the target cannot regain hit points through magical healing unless the caster succeeds on a DC 18 spellcasting ability check.
Additionally, whenever the target enters within 30 feet of Arayashiki, any wounds inflicted by the sword reopen.
The target immediately takes 2d8 psychic damage and cannot regain hit points until the start of its next turn.
This effect also applies to objects.
SCORCHING SEVERANCE
Whenever you hit a creature with Arayashiki, the wound begins to burn with an unnatural flame.
The target gains 1 Burn stack, up to a maximum of 5 stacks.
At the end of each of the target's turns, it takes 1d6 fire damage per Burn stack.
The target can remove 1 Burn stack by using an Action to tend to the wound. Alternatively, all Burn stacks are removed when the target receives magical healing.
Whenever a creature already suffering from Burn is hit by Arayashiki again, its Burn stack increases by 1.
If the target reaches 5 Burn stacks, the flames intensify. The target takes an additional 2d6 fire damage and must succeed on a DC 18 Constitution saving throw or become Frightened of Arayashiki until the end of its next turn.
Burn stacks do not affect Constructs or objects unless the DM determines that the target is capable of burning.
Severing Edge
Arayashiki ignores the durability of inorganic objects.
When you attack an object with the sword, you deal maximum damage, regardless of the object's AC.
If the object is nonmagical and Huge or smaller, you can instead choose to cut it cleanly in two, provided the DM determines that doing so is physically possible.
Magical objects and artifacts are immune to this property unless the DM decides otherwise.
Slay The Heaven - Tiansha
User would make a huge trail of slash that could cut every enemy within the range.
Each creature within 15 feet of the affected creature, including the affected creature itself, must make a Dexterity saving throw against your Arayashiki save DC.
On a failed save, a creature takes 2d10 Slashing damage.
After using this skill, user will trigger Memory Price as cost of using the skill.
On Muga state, the attack becomes enhanced, it deals 2d10 Slashing + 1d12 fire damage instead. User can only roll between 7 to 10 on Memory Price while in this state.
Rend Space - Echoshear
After killing a few enemy using Slay The Heaven - Tiansha user will gain a stack of Entanglement (Max 10). User could release a barrage of slashes, slash count depends of how many enemies you kill using Slay The Heaven - Tiansha. Each slash dealing 2d4 slashing damage per slash on single target, or 1d8 slashing damage on multiple target.
The price of using this skill is the user would lose their most precious memory.
On Muga, skill becomes enhanced, now always dealing 1d10 slashing + 1d4 psychic damage wether it's single or multiple target. But the attack becomes uncontrollable, user must use the attack until the stack runs out. If the target was killed and user still have the stack of Entanglement, user must choose the closest creature and attack it until the stack runs out. The price for this enhanced version is User must roll Memory Price only on 7 to 10 and User must delete one spell from their spell list, the deleted spell cannot be learned by User again.
Muga — The Empty Self
As Bonus action, Once per long rest, you may enter Muga as a bonus action.
For 1 minute, your identity becomes almost completely empty.
While Muga is active:
Your weapon attacks with Arayashiki deal an additional 4d8 psychic damage.
Your attacks score a critical hit on a 19 or 20.
You have advantage on attack rolls made with Arayashiki.
Creatures cannot prevent your attacks from dealing damage through resistance or immunity unless they are immune to effects that alter reality.
When you hit a creature, you may choose to Sever It.
Sever It
The target must make a DC 22 Charisma saving throw.
On a failure, the target is Severed from Reality.
The target does not die.
Instead, it is removed from reality:
It disappears from the battlefield.
It cannot be targeted.
It cannot interact with anything.
Creatures outside the effect gradually lose the ability to remember that the target existed.
Divination magic cannot locate it.
Teleportation and planar travel cannot reach it.
At the end of the duration, the creature returns to reality.
However, the DM may rule that certain creatures, artifacts, or beings are too powerful to be completely severed.
Uncontrollable Muga
If you forced yourself to use Sever it more than 3 times in one battle, you would be consumed by Arayashiki, mindlessly slashing anything near you.
The only way to save you is wait 3 long rest, or someone could try to safe you by sacrificing themselves.
Bonding Sacrifice :
Someone important to you could sacrifice themselves to help you get out of Muga uncontrollable state to unlock Arayashiki full potential, and change it to living weapon.
If you do this, no any other user could wield it without the sword will.
The weapon slashing damage would be 3d10 slashing damage when unsheathed, and you could use Muga State without losing too many prescious memory.
You could use Erasing Me Erasing You even if you're not dying, but with the price, damage will be 6d8, not instantly killing everyone in the field anymore, and you'll lost 3 prescious Memory + 1 random spell as the price.
Memory Price
Arayashiki's greatest weakness is its cost.
Whenever you unsheathe Arayashiki and activate Muga, you must sacrifice a memory.
After Muga ends, roll a d10:
Roll
Memory Lost
1–2
A trivial memory
3–4
A pleasant memory
5–6
A recent memory
7–8
A significant personal memory
9
A person you deeply care about
10
The most precious memory you possess
The memory is permanently erased.
No ordinary spell can restore it.
Greater Restoration can restore the memory only if the caster succeeds on a DC 25 spellcasting ability check. Wish automatically restores it.
User could choose to select a spell to destroy and could never learn it again if user don't want to lost their memory.
The Weight of Memory
Arayashiki becomes increasingly dangerous each time you use Muga.
Keep track of your Memory Debt.
Muga Uses
Effect
1–3
No additional effect
4–5
Disadvantage on Intelligence checks involving your lost memories
6–8
You occasionally forget details about allies and important events
9–11
Your DM may remove one proficiency connected to a forgotten memory
12+
You begin losing pieces of your personality
At 15 uses, the DM may decide that the wielder has reached a state resembling Muga permanently, with major consequences to their identity.
Echo of the Tiansha Star
Arayashiki cannot be completely destroyed through conventional means.
If destroyed, the blade disappears into translucent fragments and reforms somewhere within the Ruins, Astral Sea, or another location connected to its Star after 1d100 years.
Only the DM can determine where it returns.
Artifact Properties
Alignment: Neutral
Communication: Telepathy, limited communication through emotions and fragmented memories.
Arayashiki rarely speaks.
Instead, it communicates through feelings, flashes of forgotten memories, and visions of things that have not yet happened.
Personality: Detached, silent, and intensely curious about time and identity.
Optional Ultimate Ability — Erasing Me Erasing You
In the verge of death, user will stay on 1 hp for 1 turn (User could be healed so they wont use this attack). If user didn't get healed user could choose to die while keeping everything they have in their corpse, or unleash one final cut that erase everything in radius 60ft from them, the slash would destroy everything even item, ally and spells that user know, erasing user existence completely from everyone mind. Leaving only Arayashiki.
Silver isn’t an ideal material from which to craft edged weapons, but it possesses innate traits that pose a threat to certain supernatural creatures.
Upkeep. When you make an attack roll with a silver weapon or piece of ammunition, it takes a cumulative -1 penalty to attack rolls. The weapon or piece of ammunition is destroyed if the penalty reaches -5. The penalty can be removed by casting the Mending spell on the object or by succeeding on a DC 10 Dexterity check using Smith’s Tools as part of a Short Rest or Long Rest.
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: Advantage: Charisma Ability Checks, Be a descendant (either child or apprentice) of the previous Wilder, or if you loot it, you must : Have proficiency with martial weapons. Spend 1 hour meditating with the unsheathed blade. Make a DC 20 Wisdom saving throw. On a success: You become attuned to Arayashiki. And on failed : The blade rejects you. You take 4d10 psychic damage, and you cannot attempt to attune to Arayashiki again until you finish a long rest., Heavy, Two-Handed, Graze
Previous Versions
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