Weapon (greatsword), uncommon (requires attunement by a Half Dragon or Dragonborn)

"The legend tell the tales of a mighty katana forged from the blood of a blue dragon so powerful, he threatened the gods in their ascent."


 Character Level 1 (1st Form)
This weapon has 1 charge that it regains daily at dawn. You can expend one charge to gain the following effect:

Thundersnow’s fury (1 charge).
You infuse your inner lightning and ice in the katana for one minute, losing your resistance to lightning and cold damage to do so. While infused, It deals an additional 1d4 lightning damage and 1d4 cold damage on a hit.

Character Level 4 (2nd Form)
You gain +1 bonus to attack and damage rolls made with this weapon. In addition this weapon now has 2 charges that it regains daily at dawn, and when you them to use the Thundersnow’s fury ability, you don’t lose your resistance to lightning and cold damage.

Character Level 8 (3rd Form)
While attuned to this weapon you have resistance to thunder and cold damage. In addition this weapon now has 3 charges that it regains daily at dawn, and you can use some charges in a different way:


Overcharge (2 charges). you infuse yourself with cold and lighting energy, while this effect is active, you can use a bonus action on each of your turns to teleport up to 15ft. In addition when a creature damages you, you can use your reaction to make a weapon attack against that creature. 3 rounds after activating this effect, at the end of your turn, the ability ends and you take 2d8 lightning and 2d8 cold damage and are stunned until the end of your next turn, as the freezing electricity escapes your body. Ignore this effect if you are immune to both lightning and cold damage.

Character Level 12 (4th Form)
The wielder gains a +2 bonus to attack and damage rolls made with this weapon. This weapon now can hold up to 5 charges that it regains daily at dawn. In addition when you use the Thundersnow’s fury ability, the additional damage becomes 1d8 instead of 1d4.

Character Level 16 (Final Form)
The wielder gains a +3 bonus to attack and damage rolls made with this weapon. While holding this weapon you are immune to lightning and cold damage. This weapon now can hold up to 7 charges that it regains daily at dawn. In addition you can spend 3 charges to gain the following benefit:

Reverberating jump (3 charges). You teleport to a point that you can see within 120 feet. This creates a line of thunderous cold energy between your point of origin and arrival. All creatures within 10 feet of that line must succeed a DC 19 Constitution saving throw or take 4d8 thunder and 4d8 cold damage and be pushed back 10ft. They take half as much damage on a success, and are not be pushed back. The thunder can be heard from up to 300 feet away.

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, Half Dragon or Dragonborn, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

mad4ever

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