Weapon (greatsword), very rare (requires attunement by a INT14 or Higher any Non-Cleric/Paladin class proficient with Greatswords)

**NOT USABLE BY CLERIC AND PALADIN CLASSES**

You have a +2 bonus to attack and damage rolls made with this magic weapon.

If the target successfully struck by this weapon is a Cleric or Paladin(to any deity religion or cult) the User can add their INT or CHA modifiers to attack damage. Additionally when the target struck is a Cleric or Paladin, they must make a Religion "Save"(Check), roll a d20 and add their Religion Skill Bonus. The Religion "Save" will determine the additional effect:

Beliefs Questioned

Roll of 1-10: Target takes 1d4 Psy Dmg & 1d6 Healing

Questions Unanswered

Roll of 11-15: Target takes 2d4 Psy Dmg

Faith Tested

Roll of 16-20: Target takes 3d6 Psy Dmg

Questioning Faith

Roll of 21+:  Target takes 4d4 Psy Dmg; Upon 3 Religion "Save" rolls of 21+ the target is Paralyzed until the end of battle. Target may make an INT check roll at the end of their turn to attempt to save from paralysis by religious confusion. Upon a successful INT Check of 12 or lower the Target is no longer paralyzed.

Upon 3 failed attempts to successfully save from "Religious Confusion", the target is Paralyzed until the end of battle. Subsequently the target is now under the effect "Doubting Beliefs"

Doubting Beliefs - The testing of your faith and overall will, has sprouted any seeds of doubt in your mind regarding your Deity/Religion/Cult Tenets. How this affects the afflicted (or enlightened) cleric or paladin, is determined by the DM as well as the cure/steps the target must take. 

 

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, INT14 or Higher any Non-Cleric/Paladin class proficient with Greatswords, Damage, Combat, Bane, Heavy, Two-Handed, Graze

Item Tags: Damage Combat Bane

NightsKin

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