Like its wielder, Attachment F47E is extremely volatile. I'm uncertain how powerful Designation 7Y6H3 will turn out to be, so I am blocking some of the more powerful abilities until she proves strong enough to use them. I have designed this weapon to behave similarly to the weapons of her "brothers" Designation H4D35 and Designation 6H4R0N, explained hereafter. - Unknown
This weapon is constructed specifically for the Warforged 7Y6H3. DM's who are seeking to use this weapon for characters in their campaign can adjust the language of the weapon in accordance. Attachment F47E is an evolving weapon, growing more powerful alongside its wielder. While sheathed, the weapon appears as a copper piece with a grinning face on either side. If the coin is lost, it immediately reappears in a small compartment in 7Y6H3's left palm. To unsheathe the sword, all 7Y6H3 must do is flip the coin. The weapon's power is immense, and as such it takes up two attunement slots. 7Y6H3 cannot wield other weapons while attuned to Attachment F47E. All effects of the greatsword stack with effects from her Wild Magic, even if they normally would not. Any effects that require a spell save use 8 + Con + Proficiency.
At level 1, the greatsword is a +1 magic weapon. When attuned to the weapon, 7Y6H3 rolls a d10 at the end of a long rest to randomly infuse the weapon with a second damage type: 1. Radiant, 2. Necrotic, 3. Fire, 4. Lightning, 5. Thunder, 6. Cold, 7. Poison, 8. Acid, 9. Psychic, or 10. Force. The blade does an extra 1d6 of the rolled damage type.
At level 5, the sword has taken on the randomness of 7Y6H3's Wild magic. When the sword is unsheathed, roll a d8 to see what kind of effect the blade takes on.
1. Splitter Blade: 1d4 Dancing Greatswords fly out of the blade. These swords last for 10 turns, after which they all disappear, and can all be commanded with the same bonus action.
2. The blade becomes a non-cursed Greatsword of the Medusa.
3. The blade becomes a non-cursed Polymorph Greatsword.
4. Cutting Light: The blade shoots a ranged beam that goes out 15 ft with every strike, effectively extending its reach by 15 feet. Any creature that is hit beyond the initial melee range takes force damage instead of slashing damage. A creature that is hit within melee range takes an extra 2d6 of force damage.
5. Gambler Blade. Roll a d4 to add to the blade's attack and damage rolls.
6. The sword becomes a Greatsword of Wounding.
7. Active Defender The sword deals 1d6 force damage to anyone who hits you with a melee attack.
8. Chaotic Gods The sword gains the secondary effect of a smite, which are reapplied 1d4 turns after use. Roll a d8: 1. Searing Smite, 2. Thunderous Smite, 3. Wrathful Smite, 4. Branding Smite, 5. Blinding Smite, 6. Staggering Smite, 7. Banishing Smite, 8. roll again.
At level 8, the glaive grows more powerful. The greatsword is now a +2 weapon, and you now roll a second d10 to gain a random damage resistance at the end of a long rest. If the resistance and the added damage are the same type, the resistance becomes immunity, and the infusion damage die are doubled.
At level 11, F47E conjures a random effect to help its wielder in battle. Roll a d8 when you summon the blade to see which spell is stored in it: 1. Fortune's Favor, 2. Enlarge, 3. Haste, 4. Mirror Image, 5. Armor of Agathys, 6. Fly, 7. Death Ward, or 8. Counterspell. All spells are cast at 4th level, but can only affect you. You can call the spell out as a bonus action, except for Counterspell which is a reaction, and the blade will concentrate on the spell for you if necessary.
At level 13, two infusions can exist on the sword at once. Roll 2d10 to determine what extra damages are applied to the blade, and you deal both bonus damages. Should you roll the same for both of them, you can instead choose whichever two damage types you like.
At level 15, the blade becomes a +3 magic weapon and the blade automatically changes damage types if it strikes something that is resistant or immune to one of them. Roll for damage type again, rerolling if you get the damage type that was resisted or ineffective.
At level 17, 7Y6H3’s Wild Magic has permanently empowered the blade. The Unsheathing Empowerment’s are improved.
1. You now summon 1d8 Dancing Greatswords.
2. The Medusa blade now casts Investiture of Stone on you.
3. Any creature polymorphed by the blade is considered Dominated by you.
4. The range and damage are doubled.
5. The gambler blade becomes a d8.
6. With every strike you regain HP equal to half the damage done.
7. 1d12 force damage.
8. The full effects of the smite spell.
At level 20, the blade is fully in tune with 7Y6H3. The weapon only takes up one attunement slot, allows you to wield other weapons, and you now roll two resistance dice. If you roll the same type of damage for both resistances, you instead can choose two damage types to be resistant to. If both damage infusion and resistance dice match (i.e. added fire damage, added lightning damage, fire resistance, and lightning resistance), the blade does an extra d6 of all ten damage types, ignoring resistances and immunities, and you have the spell Invulnerability cast on you.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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, Damage, Combat, Heavy, Two-Handed, Graze
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