Barakiems' Blood Lamentt, is a greatsword crafted from an unknown metals that is of a crimson color with folds of metals folded upon themselves giving the appearance of blood flowing from within. The handle is made from polished wood and has wrappings made of dragon skin around the handle.
When the Claret Orders were first conceived, two powerful magic items were bestowed upon the fledgling group, one to the Head Cleric of the Blood Mages and one to the Head of the Blood Hunters, the infamous Crimson Lord Barakeim. Upon his eventual descent into madness and betrayal, the greatsword was lost when he fled into the Frostwilds with a few other corrupted members of the order.
Curse This greatsword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the greatsword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one and the base DC for Bloodlust is 15 instead of 10
Sentience. Barakiem is a sentient neutral weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
Personality. Barakiem's personality is a reflection of the Claret Orders creed. It asks its master to commit their lives to hunting monsters that threaten the sanctity of life and joy. While the sacrifice is great, the reward is the continued existence of purity and good in the world. The master must strive to protect those who cannot protect themselves from the terrors that go unseen by their noble lords and ladies.
Dormant
The greatsword grants the following benefits in its dormant state:
- You can speak, read, and write Celestial and Infernal.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this greatsword, you can deal an extra 2d6 slashing damage to the target. If you do, you take 1d6 psychic damage. The greatsword deals double damage to devils & demons.
- While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.
Awakened
When the greatsword reaches an awakened state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +2.
- You gain a fly speed equal to your walking speed. (see fly spell)
- When a creature you can see within 30 feet of you hits you with an attack while you are wielding the greatsword, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can’t be used again until the next dawn.
Exalted
When the greatsword reaches an exalted state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +3.
- When you have fewer hit points than half your hit point maximum, the greatsword deals an extra 2d6 bludgeoning damage on a hit.
- As an action, you can use the greatsword to cast one of the following spells from it (save DC 17): [Tooltip Not Found], [Tooltip Not Found], or [Tooltip Not Found]. Once a spell has been cast using the greatsword , that spell can’t be cast from the greatsword again until the next dawn.
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, Upon a full reset a bloodhunter will feel driven to slice their palm with the blade. Upon doing so the weapon becomes attuned., Heavy, Two-Handed, Graze
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