Wondrous Item, legendary

Crafted at the forge that hangs in the clouds from materials more travelled than those who forged with them, the Argosi wayblades are a unique set of blades belonging to legendary swordsman and memeber of the Booze Cruise, Truth Lexington.

This pack contains three different blades that can be attatched or detatched to a hilt, each forged with it's respective utility and effect.

When wielding any of these blades, you gain a +2 to attack rolls and damage. On a hit, these blades all deal an additional 1d6 force damage.

As a bonus action, the wearer can change the blades attatched to their hilt. Choose one of the following:

Way Of Stone - Mythril

When wielding this blade, parrying becomes easier. You gain a +2 bonus to parry rolls. Your AC increases by 1. When you parry, roll a DC 10 Constitution check, upon success, the parry does not cost you an exploit/maneuver die. Furthermore, you can attempt to damage your opponent's weapon. When you parry, roll a D12. On an 11 or 12 the enemy's weapon takes damage and they get a -1 penalty to attack and damage rolls with it. If you succeed 3 times, the opponent's weapon breaks completely.

On a critical hit, you can also roll a D12 for weapon damage.

Way Of Water - Fey Gemstone

When wielding this blade, moving out of an opponent's range does not provoke opportunity attacks and you have advantage on Dexterity and Wisdom saving throws against spells.

This blade is formed of innately magical crystal and is especially good at deflecting magical effects. You have a +2 bonus to parrying spells or you can use your reaction cast a minor ward, which gives you a temporary +2 to your AC against spell attack rolls. Furthermore, parrying spells with this blade costs 1 die per 3 levels of a spell.

On a critical hit, you dispel any spell the target is currently concentrating on.

Way Of Wind - Skysteel 

When you make an attack with this blade, you can also dash up to 40 feet in any direction, without prokoving opportunity attacks. You can choose to take this movement before and/or after you hit, and the wind will carry you.

If when you use your skydash you move in the direction of the foe you are attacking, you gain advantage on your attack roll.

On a critical hit, the target is thrown 10 feet in a direction you choose with a gust of wind and takes 2d10 force damage. 

 

 

 

Previous Versions

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