Weapon (longsword), artifact (requires attunement by a non-good alignment)

This onyx blade houses an intelligent, ever hungry entity connected with its dark power.

Origins. This sword was initially created as a Vestige by Erathis, the Lawbearer and was wielded by her elven champion Vaeril Vacaryn. When Vaeril fell in battle, her sword was claimed by one of the Betrayer Gods who desecrated the weapon and rebuilt the blade into their own artifact. As per the DM, the sword retains a fraction of the Vestige's essence (Echos of the Past) or perhaps all but its being suppressed by the sentient creature living within. This artifact can be destroyed by rolling on the table Destroying the Arms of the Betrayers, or the DM could offer the players the option to exorcise the sentience within and restore the Vestige with the blessing of the Lawbearer.

Sentience. Azurewrath is a sentient, neutral evil weapon with an intelligence of 17, a wisdom of 20, and a Charisma of 18. It has hearing and darkvision out to a range of 120 ft. This weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Infernal and Common.

Personality. An ultroloth general named Rek’Thoraggoth lives within Azurewrath. Reik'Thoraggoth craves power and wants a wielder who will help him attain it through intimidation and violence. 

Hungry. Every dawn you must use a bonus action to draw blood with the sword, either from yourself or from a willing or incapacitated creature within your reach. The subject takes 1d4 damage when dormant, 1d6 when awakened, and 1d8 when exulted.

Minor Detriments. While you are attuned to the artifact, your flaw is amplified in a way determined by the DM. When in the Awakened state, you are blinded when you are more than 10 feet away from the sword.

Echo of the Past. An old magic is contained within this weapon. When you are reduced to 0 hit points, roll a d100. Upon a success you regain 1 hit point and are teleported via misty step. This magic is suppressed as Azurewrath advances to its next level of power. You have an 85% chance of success when the sword is Dormant, 50% when Awakened, and 15% when in its Exulted form.


 

Dormant. The sentience of the weapon is reanimated. The longsword grants the following benefits in its dormant state. Requires attunement. Upon the DM’s discretion these benefits can be unveiled to the character over a period of time.

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • While holding the longsword, you have advantage on Charisma (Intimidation) checks.
  • The sword has 2 charges. As an action, you can use a charge to cast one of the following spells from the sword (save DC 13): bane,charm person, ordarkness. The sword regains the charge daily at dawn.
  • You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the longsword increases the range of your dark vision by 60 feet.
  • You can speak, read, and write Abyssal and Infernal.


Awakened. When Azurewrath reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2,
  • The weapon gains a bonus 2d8 necrotic damage.
  • The saving throw for DC spells cast from the longsword increases to 15
  • The sword has 3 charges and gains the following spell: dispel magic. The sword regains the charge daily at dawn.


Exalted. When the longsword reaches an exalted state, it gains the following properties.

  • The weapon's bonus to attack and damage rolls increases to +3 and the bonus necrotic damage increases to 3d8.
  • The saving throw for DC spells cast from the longsword increases to 17.
  • The sword has 4 charges and gains the following spell: wall of fire. The sword regains the charge daily at dawn.
  • When the wielder is hit with a melee attack from an attacker within 5 feet, they can expend their reaction to teleport up to half their movement speed in a direction of their choosing. This can be used once per short rest.

 

 

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: Bonus: Magic, Advantage: Intimidation, Sense: Darkvision, Language: Abyssal, Language: Infernal, Blinded, non-good alignment, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

pjmuzz

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes