A weapon said to instil the fear to even the dreadful Tiamat and the noble Bahamut seeing any chance to flee from its raw power. The most intelligent and wise of dragons know when they've lost a fight before the battle even began against Wythfred stating that the scythe had the intense aura of that of a pantheon of wrathful gods. Very few knew of its creation and creator, some say that they're not of the Material Realm or any realm, others say that it is a realm similar to that of the Elemental Chaos or that the creator's soul and essence was imbued into the weapon but one fact remains, that Wythfred is looking; looking for it's champion as only they can properly wield it. In order to wield its potent arcana one must gain the weapon's trust otherwise the poor fools who try to channel its elemental powers would cause such massive feedback that it would horribly scar the victim bodies beyond recognition. Many speculate for the campion to be a goliath, dragonborn, genasi or even an elemental but no one is certain for sure as potential champions either cower or pay with their life.
Appearance
Wythfred takes on the form of a shiny dark brass and ebony scythe with raging dragons sculpted on as if they were fighting to see who was in charge as well as two rotating runic ring with eight orbs representing an element orbiting around the outer ring. In its dormant from denizens are often confused, describing Wythfred dormancy as "A beast with no fangs" as no blade is present, only a glorified stick with sculpted a dragon head on top shooting out an unknow breath with a couple of stone rings inserted on top vertically with glass orbs going around the biggest ring. When activated a scythe blade will be formed from materials within a 60 ft spherical radius using the dragon head and breath as a brace and all of the orbs active to be made of the material and of their respective element as well as horns jutting out of the dragon's head and coloured highlights appropriate to the element: fire, water, earth, wind, ice, energy, light and darkness. (Wythfred will not use the orbs as materials for the blade.)
Building trust with Wythfred
Unlike attunements, anyone can wield Wythfred but only one; it's champion can withstand Wythfred's might and not take any tolls, many have perished as a result with no true champion in sight despite traveling throughout the Material Realm by various means. Whenever one seeks Wythfred for power, wealth or research all must go through the trial of Wythfred's trust: obtain the name of the previous wielder of the scythe weather they retired, sold Wythfred off or died in the process to show one's determination and dedication that's seen as appealing to the weapon, possibly a similar trait to that of its creator. If failure to do so within 1 day will result in a 1d4 + 2 psychic damage every hour until one either: gives up Wythfred, completes the task or use a persuasion check to calm it down, if a roll is ≥ 14 then Wythfred will stop inflicting psychic damage until 1 day passes continuing on using psychic damage unless another successful persuasion check is used again. If one intentionally destroys Wythfred it will give the harmer 1d10 + 2 psychic damage and bans that harmer from using Wythfred for the rest of their life (and afterlife.)
Attacks
When in use roll a 1d8 to choose your element if you're undecisive. When you finish using your action to attack with Wythfred you must take a toll on your character respective to the element you've used. After 1 minute of activation (combat or non-combat) Wythfred will return to its dormant from.
1d8 result |
‘Element’ |
Acceptable blade material |
Toll |
Weight |
Hit |
Damage |
Type |
Notes |
- |
-dormant- |
-- |
-- |
6 lbs |
1d20 + Str + 5 |
1d4 + str - 1 |
Bludgeoning |
-- |
1 |
Fire |
Magic and non-magic fires/magma/lava |
1d4 fire dmg (instantaneous) |
7 lbs |
1d20 + Str + 3 |
2d6 + 2lvl + 10 |
Fire |
1d4 + lvl fir dmg (until target con save ≥ lvl + 8) (fire can spread to flammable surfaces and/or other targets) (range touch) |
2 |
Water |
Magic and non-magic water/liq. poison/liq. acid, -other liquids- |
Blinded cnd (1 round) |
10 lbs |
1d20 + Str - 3 |
4d4 + 2lvl + 6 |
Slashing |
Roll a 1d4 1 (default): (lvl + 10 line) |
3 |
Earth |
Soil, rocks, clay, mud, solid metals, magic and non-magic crystals |
Petrified cnd (1 round) |
12 lbs |
1d20 + Str - 6 (disadvantage) |
3d8 + 2lvl + 16 |
Bludgeoning |
2lvl pie dmg (range touch) (if using sharps) ** |
4 |
Wind |
Air, clouds, ash, steam, dust, non-magical breaths, odours, sound |
Deafened cnd (1 round) |
8 lbs |
1d20 + Str + 3 |
2d8 + 2lvl + 4 |
Thunder |
Summon cloud around target that does 1d4 + lvl poi dmg (range lvl + 5 ft) (lvl rounds) (if using odours) ** |
5 |
Ice |
Magic and non-magic ice/snow, frozen magic and non-magic items |
1d4 cold dmg (instantaneous) |
9 lbs |
1d20 + Str - 1 |
1d12 + 2lvl + 12 |
Cold |
Immediately breaks after use 1d8 + lvl pie dmg (lvl + 5 ft cone) ** |
6 |
Energy |
Magic and non-magic lightning, raw magic |
Stunned cnd (1 round) |
7 lbs |
1d20 + Str + 1 |
(1d6 + 2lvl + 4) per lvl target |
Lightning |
Paralysed cnd (lvl rounds) (chain attack lvl + 5 ft line per lvl targets) ** |
7 |
Light |
Magic and non-magic light/shiny items |
1d4 radiant dmg (instantaneous) |
6 lbs |
1d20 + Str + 5 (advantage) |
2d4 + 2lvl + 7 |
Radiant |
Blinded cnd (lvl + 2 rounds) (range lvl + 7 ft sphere) ** |
8 |
Darkness |
Magic and non-magic darkness, any corpses |
1d4 necrotic dmg (1 action) |
6 lbs |
1d20 + Str + 4 |
1d4 + 2lvl + 3 |
Necrotic |
Frightened cnd (until target wis save ≥ lvl + 7) (range lvl + 10 ft cube) Target vulnerable to diseases and poison (if using corpses) ** |
** all attacks are instant (other effects from materials if applicable)
Proficiency with a Halberd 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Damage: Fire, Damage: Slashing, Damage: Bludgeoning, Damage: Thunder, Damage: Cold, Damage: Lightning, Damage: Radiant, Damage: Necrotic, Blinded, Frightened, Paralyzed, Poisoned, Incapacitated, Damage, Combat, Shapechanging, transmutation, Heavy, Reach, Two-Handed, Cleave
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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4/25/2021 1:02:49 AM
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4/25/2021 1:06:00 AM
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4/30/2021 11:48:05 AM
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15
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Coming Soon
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