Weapon (greatsword), artifact (requires attunement)

The Evil Dragon will fall, and the world will now reach the twilight. All will be separated into light and shadow. Fall from the heavens and rise from the depths ― Balmung!

The pristine greatsword, Balmung was forged from the demonic sword Gram after it shattered when it fell the holy dragon of the sky. The sword is composed out of silver and mithral and is larger than other swords of its kind. It is engraved with holy and unholy symbols and has an abornmially large grip and hilt but is as light as a regular greatsword.

Magic Weapon

You have a +4 bonus to attack and damage rolls made with this magic weapon. While attuned to Balmung upon finishing a long rest, you can choose between the path of sky or demon. 

Random Properties

The sword Balmung the Sky Demon has the following random properties:

1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property

Path of the Sky

By the Gods who Beckoned the sword grows spurts of feathers and scales and transcends the form of mortal weapons. As an action this blade transforms and in turn transforms it's wielder. Your skin becomes a pale white, you are adorned with a halo of light and gain four large celestial wings. Your transformation lasts for 1 minute or until you end it as a bonus action at which point you take 2 levels of exhaustion.

  • You can cast flame strike as a free action once per turn (spell save DC 21)
  • You can’t be affected or detected by spells of 6th level or lower unless you wish to be. You have advantage on saving throws against all other spells and magical effects.
  • You have a flying speed of 90 feet
  • You gain an attack using your halo. Using an action each creature of your choice in a 10-foot radius must make a DC 16 Dexterity saving throw, taking 2d6 fire damage plus 2d6 radiant damage on a failed save, or half as much damage on a successful one.
  • You have the following action: Warleader’s Helix (1/Day). You target one creature within 60 feet making an attack roll against that creature dealing 12d8 radiant damage, you can choose another creature you can see within 10 feet of the target. The second creature regains 6d8 hit points.

Once this effect has been used it cannot be used again until the next noon.

Path of the Demon

By the Gods who Abandoned the sword twists and corrupts into a form that makes a mockery of holy weapons such as Excalibur. As an action this blade transforms and in turn transforms it's wielder. Your skin turns into a dark fiendish red, you grow a tail, two wings and two large horns. Your transformation lasts for 1 minute or until you end it as a bonus action at which point you take 2 levels of exhaustion.

  • You can cast fireball as a free action once per turn (spell save DC 21)
  • Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.. You also have advantage on saving throws against all other spells and magical effects.
  • You have a flying speed of 60 feet
  • You gain a tail attack which deals 2d4 + Strength piercing damage and the target must succeed on a DC 21 Constitution saving throw or take 2d12 poison damage 
  • You have the following action: Horrid Touch (1/Day). You touch one creature within 5 feet of you. The target must succeed on a DC 21 Constitution saving throw or take 8d10 necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

Once this effect has been used it cannot be used again until the next midnight.

 

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2020 6:23:39 AM
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4/21/2020 5:01:30 AM
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