Zephyr, The Dark Blade is a special Katana forged by Hephaestus himself for the wind god Aeolus. The people of the Material Plane forgot about him and, as he was a god, he faded away.* His blade fell from the heavens and into the hands of the great Clan Kizoku. Zephyr, The Dark Blade was your clan’s most prized possession before they were destroyed. He was one of the most powerful blades in the world, but he only revealed his full powers to the most worthy of samurai. Zephyr slew legions upon legions of men, capturing their souls within until the wielder released them. Zephyr releases more of his power as the samurai that wields it grows stronger. However, he only allows himself to be drawn if the wielder is near death. This makes using Zephyr a last resort, to preserve the memory of your clan. You have a +3 to hit and damage rolls (on top of your normal + proficiency and dex) with this magical weapon. Zephyr does 2d8 dmg on a hit.
Sentience - Zephyr is Lawful, Good. Intelligence 20 (+5) Wisdom 20 (+5) Charisma 20(+5). He speaks in the wielder’s mind, can see up to 40ft and hear up to 60ft. He can speak Common, Celestial, and the language the user speaks. If the wielder doesn’t challenge any enemies to a one on one standoff, stand up for those who cannot fight for themselves, or challenge themselves for three consecutive days, a conflict will form between Zephyr and the wielder, making it difficult to use his abilities.
Winds of the East - Calling upon the power of Eurus, Zephyr creates a 10ft sphere storm around you, buffeting your enemies with wind and rain. On the first turn this is active, your opponents must make a Dex save with a difficulty of 14 or take 3d6+Wis dmg, while on a success, they take half. They also must make a Str save with a difficulty of 10 or have their weapons torn from them in the wind. This storm lasts 3 turns(after the initial activation), dealing 1d4 dmg every turn. This ability will get stronger with the wielder.
Wind Slash - Using the power of Notus, Zephyr releases a powerful slash with a range of 10ft(it extends your blade by 5ft) that deals 4d6+Wis dmg on a hit.
Proficiency with a Rapier 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Requires attunement by a fighter, Finesse, Vex
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