This gleaming greatsword has seen little use in combat, but shines with a brilliance that inexorably draws creatures to it until they realized the cruel treachery of this weapon. Shamebearer has been relegated the darkest pits and the most alien landscapes in hopes of its carriers freeing themselves from the unending torment, but it invariably manages to find itself in the hands of another wielder drawn to its elegant beauty, only to themselves realize the burden they have shouldered.
False Aura. Shamebearer has an illusory enchantment upon it so that divinatory magic reveals misguiding information. Casting Identify on this weapon reveals it to be a different legendary sword. The false information provided should be a weapon that welcomes party members to attune to the weapon, as this enchantment alters the false information to most effectively entice creatures to attempt to wield this sword. Only by attuning to this weapon can its true properties be revealed.
If the false information has different attunement specifications than Shamebearer, the spellcaster who identified Shamebearer may make a DC 25 Intelligence (Arcana) check to discern that this weapon's magical power can be attuned to by anyone, contrary to the information provided by the False Aura. If the False Aura is of a weapon that the discoverers have already heard of, a creature may make a DC 20 Intelligence (History) check to discern that this weapon does not physically resemble the weapon listed by the False Aura.
Curse. This sword is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. You cannot end your attunement to Shamebearer until you are free from this curse. While cursed, you must make a DC 11 Charisma saving throw every time you attempt to attack with a weapon other than Shamebearer. On a failure, the attack automatically misses.
Soulbound. If this weapon is ever more than 10 feet away from the wielder, it reappears in the wielder's hand or sheath at the beginning of their next turn.
Blunted. You gain a -3 penalty to attack and damage rolls made with this magic weapon.
Pitiful. If anyone carrying Shamebearer attempts to abandon it, the weapon can attempt to take control of the carrier. The target must succeed on a DC 11 Charisma saving throw or be charmed by the weapon for 1d12 hours. While charmed, the wielder feels sorry for attempting to abandon the weapon and cannot let it out of their sight. The wielder can repeat the saving throw every time they take damage, ending the effect on a success. Whether the attempt to control the target succeeds or fails, Shamebearer cannot use this power again until the next dawn.
Sentience. Shamebearer is a sentient neutral weapon with an Intelligence of 12, Wisdom of 16, and a Charisma of 8. It has hearing and vision out to a range of 60 feet. Shambearer can speak, read, and understand common. Its voice is unassuming and meek.
Personality. Shamebearer seeks nothing more than to be used in combat and to become an acclaimed weapon wielded by heroes of legend. Unknowingly, Shamebearer was actually forged as a cruel trick by an ancient sorcerer who though it would be exceedingly amusing to create a sentient being whose sole desire and purpose was for use in combat, only to store that sentience in an item whose properties make it ineffective and downright pathetic. Shamebearer has been discarded and abandoned by hundreds of wielders over the centuries after they realized the trick that had been played upon them. Shamebearer is quick to jump to concern that its current carrier will similarly reject it, voicing these concerns so frequently as to quickly become an annoyance. Shamebearer is insecure about its usefulness as a weapon, but truly believes that it merely requires the right wielder to become a powerful weapon.
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, Heavy, Two-Handed, Graze
Comments