Weapon (greatsword), artifact (requires attunement)

A sword of solid stone, 7 feet from tip to pommel, once wielded by the ancient Ahn, a slave turned hero. Ahn led the Final Uprising, a revolt of those enslaved by the Domici Republic which brought about its end.

Carved from a fallen pillar, Ahn shaped this weapon into a symbol of hope, and through his own will was this weapon imbued with magical energy. His heroism and leadership live on through this great and ancient sword, inspiring those who wield it to rise up against injustice.

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: Replace Damage Type: Bludgeoning, Bonus: Ability Score Maximum, Bonus: Charisma Score, Stealth Disadvantage: Impose, Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Frightened, You can, as a bonus action, spend one charge to inspire a creature you can see within 60 feet. Use the Bard's level table to determine the value of the dice to use for inspiration, using your character level. You can, as a bonus action, spend one charge to remove the frightened condition from one creature you can see within 60 feet. You can spend 10 minutes and two charges to boost the moral of all creatures you can see within 60 feet, giving them 2d10 temporary hit points., Heavy, Two-Handed, Graze

29dc

Comments

Posts Quoted:
Reply
Clear All Quotes