Weapon (longsword), rare (requires attunement by a any martial class)

Many years ago, a legendary Grandmaster of battle was visited by the Archangel Azrael who was creating an elite legion of powerful crusaders and wished of the Grandmaster to design a weapon of pure chaos and destruction. The Grandmaster warned of such a weapon, if it could even be made, would be impossible to be mastered by anyone; Azrael didn't listen and gave the Grandmaster 10 years to finish the weapon. The Grandmaster went on to create the weapon known as Azrael Blade.

To put simply, Azrael Blade is two black katanas attached together with a long, magic chain with the ability to expand and contract to the whim of its user. The blade is used by the user throwing the blades at a target, or holding the chain and swinging the blades at a target.

Customisation - the blades can be replaced, changed, and enchanted.

Extension - the chain is any length between 5ft to 120ft dependant on what the user is currently using it for.

Mortal Limitations - weapon requires 18 dex or 18 str to use.

Melee versatility - If used in melee range, the blade has the properties of a normal longsword.

ranged versatility - The user can choose to instead throw the blades, The damage is the same as a longswords with only throwing one blade being considered 2 handed and throwing both is considered 1 handed.

Ranged Restriction - both blades cannot be a total of more than 120ft away from you while being used.

 Fast Travel - throwing both blades only counts as one attack action.

Returning Blade - its a bonus action to return one or both blade to you.

Flying Blade - if you didn't miss your previous attack, you can throw the blade again at the same or different target without having to return it.

Ranged Bane - The Blades are a very chaotic weapon, losing control of them will only cause chaos. If you miss an attack at range by 5 or more (or if you rolled a nat1), you roll a 1d20 + (1 for every level in a martial class you have) to determine what happens when you lose control of the Blade;

  • rolled a nat 1!!!!! roll 1d2; if 1, you hit yourself badly roll crit damage; if 2, your chain breaks(requires a skilled blacksmith and 500gp to repair)
  • rolled 1-3, roll 1d2; if 1, you hit yourself roll damage; if 2, your blade breaks (requires a skilled blacksmith to repair and costs 50gp)
  • rolled 4-5, you lose control of the blade and it hits you, roll damage.
  • rolled 6-7, the blade flails out of control, you hit the closest ally [including yourself] to the target (roll to hit again if the ally has an AC higher than your targets).
  • rolled 8-9, the blade gets stuck into the ground or a nearby inanimate object, costs a bonus action to make a strength check to try and pull it out. (dm discretion on DC because of the range of materials it could of landed in). While its stuck, you can't travel any further away from the trapped blade without dropping the weapon entirely.
  • rolled 10-13, the chain of the blade trips you up and you become prone.
  • rolled 14-17, the blade flails out of control, you hit the closest person [including yourself] to the target (roll to hit again if the person has an AC higher than your original roll to hit).
  • rolled 18-30, the keep control of the blade and nothing happens.
  • rolled 31- 40, the gods are merciful and you hit anyway, roll damage.
  • rolled 40+, the gods are very merciful and you hit anyway, roll crit damage.

ranged Blessing -  if you roll a nat20, you can choose for instead of doubling damage to instead roll a 1d20 + your monk level to determine the benefit,

  • rolled a nat1, roll normal damage.
  • rolled 2-3, the enemy gets knocked over and becomes prone.
  • rolled 4-7, you roll double damage.
  • rolled 8-14, you regain hit points equal to 1d4 per monk level.
  • rolled 15-20,  you roll double damage and you can roll to hit another enemy up to 10ft away from the enemy you just hit.
  • rolled 21-34, you roll double damage with advantage.
  • rolled 35-40, roll twice and take both advantages (does not stack, if roll twice, re-roll)
  • rolled 40+, roll twice and take both advantages (does stack!)

Proficiency with a Longsword 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: any martial class, Combat, Versatile, Sap

Previous Versions

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9/11/2021 12:10:06 PM
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Item Tags: Combat

Georgesama

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