This black iron blade embued with a dark power that is unsettling for anyone not attuned to it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you cannot be charmed or frightened.
Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
Dark Aura: the wielder is granted advantage on Intimidation checks, however, they have disadvantage on persuasion checks.
Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed you are unwilling to part with the sword, keeping it on your person at all times, and will stop at nothing to get it back. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. During that time, if you score a critical hit against this creature, it takes an additional 10 slashing damage.
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, Immunity: Charmed, Immunity: Frightened, Advantage: Intimidation, Disadvantage: Persuasion, Cursed, Heavy, Two-Handed, Graze
Previous Versions
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