The flawless, gleaming, silvery blade, etched with runes, although exquisitely made, is noticeably plain in design. The hilt is wrapped with soft black leather; the tang a single piece of similar metal shaped like a lightning bolt. The pommel is adorned with a clear, large, radiant, cut crystal, secured within a socket of silvery metal. The facets sparkle like a diamond in sunlight, even when viewed in complete darkness.
You have a +2 bonus to attack and damage rolls made with this magic weapon. When the weapon is drawn from it's black and silver scabbard, the gleaming silver blade releases tendrils of electrical energy, that dance and arc up toward the tip of the blade. This effect creates bright light in a 10-foot radius and dim light for an additional 10 feet.
When you successfully hit a creature with an attack roll, you unleash the wrath of Windermere. Every creature (except the wielder) within (5 ft.) melee range of the target suffers 2d6 electrical damage , half that for a successful Dexterity save (vs DC 15).
If Windermere is wielded outdoors, it is able to attune to the electrical energies of sky and earth. When you attack a creature (outdoors) with this legendary weapon, and roll a 20 on the attack roll, lightning is summoned from the sky doing 3d10 electrical damage to all creatures in a 5 ft. radius of the creature struck by the melee attack, half that amount on a successful Dexterity saving throw (vs DC 15). If a storm currently rages during the fight, an additional 1d10 of damage is delivered (much like the druid spell Lightning Call). DM can decide weather conditions, or roll d20 for random storm event; on 19 or 20, weather is stormy. To be clear, the stronger 3d10 area attack replaces the normal 2d6 area attack, only outdoors, and only when a natural 20 on the attack roll is achieved.
The target creature suffers normal slashing damage in addition to electrical damage. You are immune to the sword's electrical damage; your allies are not. You also gain resistance to other sources of electrical damage while you hold the drawn blade.
In addition, Warding Wind may be cast up to twice per day. This ability fully recharges at dawn each day.
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
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