Weapon (greatsword), legendary (requires attunement by a Barbarian or Fighter with Strength score 14 or above)

During the War of Strife, freshly anointed deities battled for supremacy in the mortal lands of Altaria. Barydurr, one of the many new gods was cornered, his forces depleted. In his final moments, he forged a weapon infused with his rage and malice. Bestowing the blade upon a mortal champion, Barydurr sent his vengeance to mangle the land. Countless mortals and deities fell to the fearsome weapon. Chaos and bloodshed brought forth resistance and the champion along with their god, fell in the icy cold north of Vetetario. Peace brought foresight and the weapon, now called Worldcarver, was sealed away.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Barydurr's Fury.

After unsheathing Worldcarver, its wielder becomes frenzied while in combat. During this time, you cannot cast spells, must attack a creature on your turn if able (including allies), and gain 2 hit die as temporary hit points each time you kill or knock a creature unconscious. These temporary hit points last 60 seconds.

Strength Begets Tenacity.

While holding Worldcarver, you cannot be frightened and have advantage on Intimidation checks. Your Strength score increases by 6.

Breath of Ashenmouth.

Once per day, as an action, Worldcarver unleashes a cone of intense, primal flame. Each creature in a 15 ft. cone in front of you must make a DC 18 Dexterity saving throw. A creature takes 5d12 fire damage on a failed save or half as much on a successful one. The area remains engulfed in flames for 60 seconds. Creatures entering the space for the first time on a turn or ends its turn there must make the same saving throw with the same results as above. This ability ignores resistance to fire damage. 

Obsidian Decimation.

If an attack made with this weapon misses against a defending creature, you roll 1d10. If the result is 10, Worldcarver shatters the target's wielded item as long as it is a sword, shield, dagger, or any other held equipment made of capable of defending a blow. Weapons broken this way become improvised weapons and lose all magical properties. If a shield is broken this way, its AC bonus is reduced to zero and loses all magical properties.

Sentience.

Worldcarver is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 17. It has hearing and darkvision out to a range of 120 feet.

Worldcarver can speak and understand Infernal and Common, and can communicate with its wielder telepathically. Its voice is that of the god Barydurr, arrogant and raucous. While you are attuned to it, the weapon also understands every language you know.

Personality.

Worldcarver contains a soul fragment of Barydurr, the self-proclaimed Elder Altarian God of Destruction. As such, the sword speaks with a commanding disdain for life.

Barydurr desires ruin and it will drive Worldcarver's wielder to commit genocidal acts of violence. It will even suggest murdering allies and the innocent. If desperate or trusting enough, the god will divulge the locations of secret caches of weapons it knows of. However, this knowledge comes at a price and it will demand carnage in exchange for such information. It despises acts of compassion and pacificity. Worldcarver's previous owner was a ceaseless warrior, and it desires a its new owner to renew its vile legacy.

While Barydurr's influence clings to the blade, its bloodthirst can never be quenched and will indefinitely crave battle. 

Cleansing the Weapon.

Worldcarver can be cleansed of Barydurr's domination. Using a technique created by Elder Altarians to reverse godhood, the soul of Barydurr can be separated from the blade and destroyed.

After this process is complete, Worldcarver loses the Barydurr's Fury trait as well as its sentience and personality. All other attributes remain.

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: Strength Score, Advantage: Intimidation, Barbarian or Fighter with Strength score 14 or above, Damage, Buff, Combat, Sentient, Heavy, Two-Handed, Graze

Previous Versions

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8/13/2021 10:09:14 AM
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8/13/2021 10:21:55 AM
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Item Tags: Damage Buff Combat Sentient

CaptainWednesday

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