Weapon (longsword), legendary

"I never cared about justice, and I don't recall ever calling myself a hero... I have always only fought for the people I believe in. I won't hesitate... If an enemy appears in front of me, I will destroy it!" 

-Zero, 25XX A.D

Originating under the name of the "Beam Saber", the Z-Saber is a powerful triangle-shaped energy blade atop a white hilt. It is one of the ten different Shining Weapons. The Z-Saber is lightweight enough to allow the user to move, dash, uppercut, and spin while the weapon is equipped, allowing them to create interesting combos. A safety valve at the bottom of the Z-Saber allows the user to shape and compress the blade to their liking without being hurt by the otherwise deadly blade. The sheer amount of power in the blade has made it nearly impossible for anyone to counter those who wield it, able to cut through 300 mm of reinforced steel with a singular swing of the blade. Upon closer  examination, the Z-Saber does not need any energy to operate, leaving many engineer's puzzled with how it even functions.

SPECIAL MOVES:

Shoenzan: [3d4] A technique that activates upon performing an upwards slash with the blade, causing the blade itself to release a wall of fire in front of the user until their turn ends. However, ice-based attacks have been shown to freeze the wall in place until it shatters, allowing the user to create temporary cover for themselves. The user is almost always open to attacks from behind and the sides while using the Shoenzan, and any enemies next to them that aren't hit all get attacks of opportunity. All damage done to enemies is multiplied by 1.5, but all damage done to the user by any enemies during the use of the Shoenzan is doubled. Can be performed 4 times before having to take a long rest to recharge.

Kougenjin: [1d10] A slash backwards that caused a small, short-ranged shockwave to travel up to 120 feet from the user, if the shockwave hits an enemy at it's maximum range, the attack damage is rolled with disadvantage. When performed within 10 feet of the enemy, the user rolls with advantage for damage, and no d20 roll is necessary to see if the attack itself hits. Can be used five times before a long rest is required to recharge the attack if the user wants to use it again.

Rekkoha: A dangerous attack that causes eleven beams of light to appear around the user in a wave pattern in front and behind the user, as 5 of those beams fire down into the ground in front, and the same occurs in the back, with one firing at the user's position, but dealing no damage to them. The attack appears to do no damage to any other players, so don't bother trying to instakill your friends. The attack can be used once every 2 long rests, and deals 50 damage to any enemies in the wake of any of the eleven light beams that appear. A great move to stylishly finish off bosses or tough enemies.

Messenkou: [1d8+2] Not done with the saber directly, the Messenkou is performed by the user slamming their fist into the ground, as six projectiles fire out, one for each direction, in a mix between a '+' and an 'X' pattern. Each projectile does 1d8+2 damage. This attack can only be done three times per long rest.

Proficiency with a Longsword 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Advantage: Acrobatics, Exhaustion, Versatile, Sap

Johnathan_Wickerson

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