Crafted from the enchanted ice of Niflheim, this greatsword of Ymir thums with cold magical energy and is carved with the four runes of Ymir's name. The runes glow with aquamarine eldrich energy based on the state of awakening.
Sentience. Frostmourne is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 20, and a Charisma of 18. 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 Giant, Common, and Celestial.
Personality. The Betrayer God Ymir is bound to Frostmourne. The weapon enjoys the killing of humans and elves and the destruction of their material possessions. It compliments its wielder whenever they injure or kill those races and takes pleasure in gratuitous violence.
Awakened - Y - The Screamer
The greatsword grants the following benefits in its awakened state:
- You can speak, read, and write Giant and Celestial.
- 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 1d4 psychic damage. The greatsword deals double damage to objects and structures.
Allied - M - The Frozen Sea
When the greatsword reaches an allied state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +2.
- As an action, you can use the greatsword to cast the following spell (save DC 15): wall of ice Once a spell has been cast using the greatsword, that spell can’t be cast until the next dawn.
- When you roll a 1 or 2 on an attack roll, Ymir can choose to successfully attack a target of his choosing within 10 feet of you and may forcibly move you up to 10 feet in any direction to do so.
Subjugated - I - Giant Strength
When the greatsword reaches a subjugated state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +3.
- As an action, you can use the greatsword to cast the following spell: enlarge/reduce as only an Enlarge spell on yourself. Once a spell has been cast using the greatsword, that spell can’t be cast until the next dawn.
- On a critical hit you must make a Wisdom Saving throw of increasing number starting at 10. On a fail Ymir will Dominate Person and you are subject to his commands until the spell ends.
Exalted - R - Ragnarok
When the greatsword reaches an exalted state, it gains the following properties:
- The negative affects of rolls no longer apply.
- As an action, you can use the greatsword to cast: magnificent mansion which will manifest as the Hall of The Frost Giant King and is populated by fallen hero servants. Once the spell has been cast using the greatsword, that spell can’t be cast again until the next dawn.
BETRAYER ARTIFACT PROPERTIES
The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence.
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: Damage: Slashing, Damage: Psychic, Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Attunement is automatic and required. Will forcibly attune and remove 1 attuned item to make space if necessary., Heavy, Two-Handed, Graze
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/29/2021 12:11:27 AM
|
2
|
1
|
1
|
Coming Soon
|
Comments