Weapon (longsword), artifact (requires attunement)

Ahvain, Guardian of the Green and Champion of Pym, commands great power over the beasts and plants of the natural world. Every so often he deigns to use a portion of his power to grant special boons to those who he deems worthy of them.

The Will of the Green is one such boon. A sword made of the wood of the Endless Green and enchanted with the power of the Evergreen, this blade is immensely powerful, and can grant great power to the one who wields it.

Random Properties. The Will of the Green has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property

Sure Grip. When this sword is in use, wooden tendrils grow from the hilt and grasp onto the forearm of the wielder. This blade cannot be taken from you against your will while it is equipped unless you are incapacitated or killed.

True Aim. The wielder of this blade is blessed with supernatural precision as mystical forces guide their hand in combat. When making an attack with this sword, you gain a +2 bonus to attack and damage rolls.

Command of Nature. While wielding this blade, you have advantage on Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) checks.

In addition, you may will the forces of nature to aid you. As an action you may target a creature within 60 feet of you. They must make a Dexterity saving throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the target is restrained as roots lash out from the ground and wrap themselves around their legs. This ability may only be used if the target is standing on a natural surface, such as dirt, grass, or sand

Curse of the Green. The Will of the Green also bears a curse. If the blade deems its wielder an enemy of Pym, it will turn against them. When the curse is activated its random properties are switched to the following:

  • 2 major detrimental properties

In addition, at the moment of the curse’s activation, it binds itself to the wielder as in the Sure Grip feature, and it cannot be removed or unequipped by any means other than a spell such as Remove Curse or the complete removal of the arm.

In addition, the True Aim feature is corrupted as the blade actively attempts to stifle its wielder’s abilities, changing the +2 bonus to attack and damage rolls to a -2.

Command of Nature also changes, giving the wielder disadvantage on Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) checks. In addition, at the start of each of the wielder’s turns in combat, they must succeed on a Dexterity saving throw with DC of 16 or be restrained until the beginning of their next turn.

Proficiency with a Longsword 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: For DM's: Pym, the Evergreen, is my homebrew world's god of the wild., Versatile, Sap

profplatypus07

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