Heirloom of the Auvreaania house. A massive 6’0 tall great sword, embellished on the flat of the wide gunmetal colored blade is an intricate design of a weeping willow with 10 main branches that run along its length. Some of the branches’ leaves are colored a regular forest green, while others are colored a blood red. The grip of the sword is wrapped with a fine scaly black leather and the hilt to the pommel has a design of roots wrapped around a large blood ruby.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Trunk of Condemnation. While you are attuned to this weapon its bonus on attack rolls and damage rolls increases to +2 and when you hit a creature that is restrained or has any form of shackles on it, broken, magical or otherwise, that creature takes an extra 2d6 slashing damage. You also have advantage on saving throws against being charmed or frightened.
Branches of Regret. When you deal a killing blow to a creature no bigger than large you can roll percentile dice, on an 85 or higher the sword absorbs a part of their blood essence which is the regret and determination of the slain creature. On a 95 or higher the sword absorbs all of their blood essence rendering the creature unrevivable short of a wish spell as long as the sword holds its blood essence. When blood essence of a creature is absorbed, the leaves on one of the 10 branches become a blood-soaked red up to a maximum of all 10 branches. If blood essence is attempted to be absorbed past this limit then the sword will discard the oldest essence in order to make room, spilling the blood out of the sword. Should a creature whose blood essence is stored in the sword be revived prior to it being used, then that blood essence will also disappear from the sword’s branches, turning it back to green.
Petal of Repentance. If the sword has a blood-soaked branch, you can use your action to choose and expend the blood essence of a slain creature that was stored using Branches of Regret and summon the creature’s essence at 10 or a quarter of its original hit points whichever is higher, the creature’s original AC, ability scores, saving throws, and speed at the time of its death. The summoned creature can only use its action to attack, dodge, disengage, or dash, it does however benefit from its multiattack feature if it had one. The creature appears as it did prior to its death with all of its equipment however it gains no magical benefits from them. The creature follows your command and is immune to the charmed and frightened condition. You can give a command to the creature using a bonus action and it will follow through with that command until it has accomplished it or is given a different command, it goes immediately after your turn. If given no command the creature will attack anyone that attempts to attack or put you in danger, otherwise it takes the dodge action. The summoned creature disappears after an hour, if it dismissed or if its slain, its body and equipment evaporating and leaving no traces. This feature can only be used once per day as long as there is a blood-soaked branch remaining.
Root of Penitence. If the sword has all 10 blood-soaked branches, at the beginning of your turn you can expend your action, bonus action, movement, and reaction in order to choose to summon one of the slain creature’s essence at its full original hit points ability scores, saving throws, and speed at the time of its death consuming all of the blood-soaked branches and essences that were stored using Branches of Regret. The summoned creature can use all of its features up to 10th level or the equivalent, and can cast spells up to 3rd level if it was previously able to do so. The creature appears as it did prior to its death with all of its equipment however it gains no benefits from legendary tier items or named artifacts. The creature follows your command and is immune to the charmed and frightened condition. You can communicate with the creature telepathically and can command it using no action as long as you’re not incapacitated, it has the same initiative as you and you can choose if it goes before or after you. If given no command the creature will attack anyone that attempts to attack or put you in danger, it will also attempt to stabilize you if you are down, otherwise it takes the dodge action. The summoned creature disappears after a day, if it dismissed or if it reaches 0 hit points, its body and equipment evaporating and leaving no traces. This feature can only be used once per year as long as all 10 branches have blood essences stored.
The summoned creatures cannot be healed unless they use their innate features to do so. (E.g. a fighter’s second wind)
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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, Summoning, Damage, Buff, Combat, Heavy, Two-Handed, Graze
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