Weapon (greatsword), artifact (requires attunement by a Dragonborn of Lawful alignment)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This +2 greatsword was created from the core of a fallen star by the ancient dragonborn. Veins of deep purple lace the blade of this sword, and the pommel is forged in the likeness of a 7-pointed star. Forged with the heat from the breath of one hundred dragonborn and laced with powerful, unnatural magic taken from the soul of an ancient dragon, this sword was built in reverence to the ancient dragonborn god, Diivmulin. It was forged and used in an age-old, forgotten battle between the elves and the dragonborn that soaked the earth in the blood from countless lives. Named Zahkrii, 'sword of mortality', the sword carries many enchantments, many good, but the one who carries will carry out Diivmulin's wishes.

Abilities of Zahkrii. Zahkrii has 7 charges, and deals an extra 2d6 fire damage. Only one effect can be active at a time.

  • While attuned to this artifact, you grow large, scaly wings the color of your scales. You gain a flying speed equal to your current walking speed.
  • 1 charge: You can use a bonus action to speak the words 'Ag Tuz', enveloping Zahkrii with fire. For one minute, attacks made with this magical weapon deal an extra 4d6 fire damage.
  • 2 charges: You can use an action to speak the words 'Yol Mah' , calling the wrath of Diivmulin from the sky. Balls of fire fall in a 120 foot square centered on you. Each creature you choose in the area must make a DC 16 Dexterity saving throw taking 14d6 fire damage on a fail and half as much damage on a save.
  • 3 charges: You can use an action to speak the word 'Mulaag', gaining the battle prowess of Diivmulin. Until you take damage, you gain a plus 4 bonus to attack and damage rolls made with this magic weapon.
  • 4 charges: You can use an action to speak the word "Yol Krii', calling down the beam of fire. Choose a creature within 60 feet of you. The creature must make a DC 16 Dexerity saving throw taking 20d6 fire damage on a fail and half as much on a success.
  • 7 charges: You can use an action to speak the words 'Bo Dov', summoning a manifestation of Diivmulin to help you in the direst of times. Diivmulin uses the stat block of a ancient red dragon with an immunity to psychic damage and being charmed. Diivmulin is immune to any effect that would senses emotions or read his thoughts, divination spells, and any similar magic. If there are no hostile creatures within 500 feet of you when you summon Diivmulin, Diivmulin is angered, disappears instantly, and you do not regain any charges at the next dawn. Additionally, if there are no hostile creatures within 500 feet of you at the start of your turn, Diivmulin disappears. Diivmulin will dissapear if reduced to 0 hit points, but cannot be dismissed.

Curse. From generation to generation, the wielder of Zahkrii has vanquished Diivmulins enemies, resurrected his temples, and freed his people, and this is no choice of their own. When you attune to this artifact, you are given a quest by Diivmulin, contacted through the possession of any humanoid near you who can communicate with you. Through them, Diivmulin will give you a quest, usually to free captive or oppressed dragonborn, to resurrect a destroyed temple or build a new one, or, most commonly, to defeat one of Diivmulin's enemies. After giving you this quest, he will leave the consciousness of the humanoid he possessed and the humanoid will have no memory of the event. You must complete this quest as if effected by the geas spell. Once you complete this quest, you are no longer affected by this property, but Diivmulin may, after a period of at least on year, have another quest for you.

Sentience. Zahkrii harbores the soul of a sentient, lawful neutral ancient dragon with an Intelligence of 17, a Wisdom of 20, and a Charisma of 12. The dragon, who's name is Fahliilfeyn, has telepathic hearing out to a range of 120 feet, and can sense the emotions, thoughts, and senses (i.e. seeing, hearing, smelling, touching, tasting) of the creatures within this range. Any magic used to sense Fahliilfeyn's presence automatically fail, and any attempt to convince other creatures of the dragon's presence, including spells, automatically fail.
Fahliilfeyn communicates telepathically with its wielder and can speak, read, and understand Draconic, Common, and Elvish.
Personality. Fahliilfeyn's purpose is to bring Zahkrii's wielder to revere and come to Diivmulin if they don't already, and it seeks to help you accomplish your task given by Diivmulin. After the quest is completed, Fahliifeyn will only occaisionally talk, often to comment on something he sensed that he remembers from his long years of life, or to ruminate out loud. 
Fahliilfeyn is thousands of years old, and wise from it. Ancient cities, now just myths, he remembers, and legendary dragonborn he knew, and he secretly longs for an end to his bond to Zahkrii to pass on to death, though he would never voice these feelings, as he knows it is his duty, choice, and honor to serve Diivmulin.
Fahliilfeyn harbors a deep sadness, born from the bloodshed and endless evil of the ancient battle between elves and dragonborn that he participated in when he was full of vigor and anger as a young dragon. Now countless years old, Fahliilfeyn has come to regret it, and mourns the thousands of lives he helped end. He hopes his service to his wielder, and therefore Diivmulin, will ease his guilty soul.

Destroying Zahkrii. The only way to destroy Zahkrii is bathe it once again in the breath of one hundred dragonborn within a period of 1 hour. Only then will it melt down into the ancient metal it was made of, the magic being untethered and absorbed by Diivmulin, Fahliilfeyn's soul finally being released.

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: Fire, Dragonborn of Lawful alignment, Damage, Combat, Heavy, Two-Handed, Graze

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Item Tags: Damage Combat

Wizardofacoast

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