Created eons ago by the mad Sorcerer, Tokar Gang, this weapon is cursed with chaos magic and the will of Tokar Gang himself. You have advantage on Charisma Saving throws while wielding this weapon.
As a bonus action 3 times per short rest (plus your Charisma modifier) you can shape shift this weapon from a +1 Greatsword into one of the following:
+3 Longbow. Ten Arrows and a quiver attach themselves to your back. The arrows will melt back into your weapon after combat. You must stay within a 60ft radius for 1d20 minutes while the arrows crawl back to you. If you can not wait, the arrows can track you for 3 hours at a speed of 20ft per round on the plane of existence you currently reside. They will not cross water. There is a 10% chance the arrows could be intercepted or lost while tracking you. Every hour your GM rolls a d100 for each arrow still tracking you. If you lose 5-7 arrows all bonuses for any version of the weapon go down by one. For instance, your +1 Greatsword is now a regular sword. Your +2 Greataxe is now +1 and your +3 shield is now +2. If you lose 8-9 arrows all bonuses drop by -2. If you lose all 10 arrows the weapon crumbles in your hand and then melts into the ground. And apple tree instantly grows in this spot. It is 1d20ft tall and has 1d20 apples on it.
Each apple can be picked. Biting into the apple will trigger 1 roll of the wild magic surge chart. This can only happen once per apple. Eating the whole apple will heal you for 1d6 HP.
Prior to losing all 10 arrows you can cast the spell mend on your weapon and replace d4 arrows. You can only cast mend on this weapon once. You cannot use any other type of arrow with this bow.
+2 Greataxe. Any 1-2 or 19-20 attack roll swill trigger an effect on the wild magic surge chart. A roll of 1-2 is considered a critical hit and does auto maximum damage. a roll of 19-20 is not considered a critical hit and only deals half damage.
+3 Shield of Elemental Absorption. A number of times equal to your Charisma modifier (with a minimum of one time) per short rest, the shield captures some of the incoming elemental energy, lessening its effect on you and storing it for your next melee attack (made with this weapon in any form that is not the Shield). Similar to the spell Absorb Elements, you have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type.
At the beginning of every turn, while wielding this weapon, you must roll 1d6. On a 1, 3 or 6 the weapon stays in the form you chose for it (or remains a Greatsword if you have not transformed it yet). On a 2 it transforms to the Longbow. On a 4 it transforms to the Greataxe. On a 5 it transforms into the shield. These transformations do not count towards your uses and are instantaneous.
If you roll a 3 two turns in a row, Tokar Gang, infuses you with 2d6 temporary HP, which last for the rest of the day. If you roll a 6 two turns in a row the weapon expels a magical discharge, you take 3d4 force damage. If you roll any other number two turns in a row you trigger the Wild Magic surge chart. Each of these effects can only happen once per day.
If you are proficient with your Greatsword, then you are proficient with it in any of its shape shifted forms.
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, Bonus: Ability Checks, At the beginning of every turn, while wielding this weapon, you must roll 1d6. On a 1, 3 or 6 the weapon stays in the form you chose for it (or remains a Greatsword if you have not transformed it yet). On a 2 it transforms to the Longbow. On a 4 it transforms to the Greataxe. On a 5 it transforms into the shield. These transformations do not count towards your uses. If you roll a 3 two turns in a row Galafangus the Great infuses you with 2d6 temporary HP, which last for the rest of the day. If you roll a 6 two turns in a row the weapon expels a magical discharge, you take 3d4 force damage. If you roll any other number two turns in a row you trigger the Wild Magic chart. Each of these effects can only happen once per day., Proficiency with Martial Weapons , Damage, Combat, Warding, Heavy, Two-Handed, Graze
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