Weapon (greatsword), artifact (requires attunement)

The blade of the last breath was forged from a block of fire-scorched obsidian. It emits a ghostly darkness, as an eerie shadow follows your body as it moves. The blade shines from within darkness, as a stellar, but corrupted flame flows outward from within the obsidian. The darkness perfectly resembles a flame in every respect except it is pure darkness, and light cannot pass through or pierce this darkness by any means. The corrupted flame sheds bright light in a 40-foot radius, and dim light for an additional 40 feet. When idle, the blade seems to drip it's dark essence onto the ground, which erupts in a small magical plume of fiery, necrotic energy evaporating in an instant, but leaving the ground warm with it's heat. 

Properties - You have a +3 bonus to attack and damage rolls made with this magic weapon. The weapon has a reach of 15ft, deals a critical hit on rolls of 18 or higher, and has a 3x Critical Damage multiplier. 

 

Major Benefits

Shadow Strike - Whenever a successful critical attack is made, make a second attack roll. On a hit, a shadowy spectral trail of the blade's position can be seen, which flows through the target and strikes with excessive force dealing 1d8 Force damage and 1d8 Necrotic Damage..

Hunger of the Dark - The weapon deals 2d12 Force damage and 2d12 Necrotic damage, which ignores immunity. Any Necrotic damage dealt by this weapon heals the user equal to the damage done.

 

Minor Benefits

Balanced Weapon - May be wielded in one hand (but treated as a two handed weapon) if Strength and Dexterity are both 20 or higher. If the user meets this condition, gain advantage on all attack rolls made with this weapon.

Uncanny Stance - The user takes on an extremely strange battle stance, which seems much sturdier yet more relaxed than any other fighter, but feels completely natural to the user. If the user meets the conditions of 20 STR & DEX, whilst attuned to this weapon, the user has a temporary increase to their Constitution modifier to 29, which is negated if their CON is already higher or being increased by another affect beyond 29. (Similar to Storm Giant Belt)

 

Major Detriments

Dark Intent - To attune to this weapon, one must make a DC 20 Strength Saving Throw (with advantage if their STR & DEX scores exceed 20). On a failure to grasp the power of the weapon, the user becomes physically altered, with their physical appearance changing (eye color to a complete white, skin becomes very pale) and they take 50 force damage as they are thrown back 30ft by the magic infused within the weapon. If the user fails this check they are no longer attuned to this weapon. If the check is passed, the user NEVER has to make this check again, regardless of attuning or becoming un-attuned to this weapon at any time. On a success, the user becomes successfully attuned to this weapon with no detriments.

There shines no light here, but the shadows are with me - If the user drops to 0 hit points whilst wielding this weapon, they may make a strength saving throw (DC 20), and on a success are immediately met with an extraordinary surge of power, and are instantly stabilized on 1 hit-point. On a failure however, the user takes an immediate 2 failed death saving throws, and must make a third throw. If they fail this saving throw, they become completely entombed in fiery shadows. Anyone that attempts the revival of the affected must first succeed on a DC 20 Wisdom saving throw. On a failure, they take 30 necrotic damage and suffer 1 level of exhaustion. This necrotic damage does however heal the user equal to the damage done. On a pass, the user is lifted to their feet on 1 hit-point and restored to their final state before death, repairing them to their last perfect, and alive form, repairing broken / missing limbs with the dark powers of the shadows. 

Minor Detriments

The Darkness is thicc - Whilst attuned to this weapon, the user has disadvantage on perception checks made in bright light.

 

 

 

 

Exalted

After some time wielding the weapon, it fuses with the user and permanently alters them with it's power.

The user gains the following benefits after they have obtained 50 kills with the weapon.

- Movement speed increased to 60ft, swimming speed 60ft, climbing speed 60ft, may dash as an bonus action for 200ft of movement. 

- May teleport as a bonus action up to 100ft to a place you can see.

- Immune to necrotic and fire damage.

- 100ft Radius, as a bonus action can target up to 3 targets with necrotic energy, for 4d10 necrotic damage on a failed DC 20 Wisdom Save. On a pass, does nothing.

- Grants the user flight.

- Attacks deal 4d10 force 4d10 necrotic

- May action surge two extra times, and regenerates all uses of action surge on a short rest.

- Gains 1 extra attack (stacks with existing extra attacks).

 

 

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

Item Tags: Damage Combat

Koorukami

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