Weapon (longsword), artifact (requires attunement by a cleric, paladin, or warlock with the Celestial patron)

Transformed from its original state, this sword is blessed with a sacred potency as a symbol of ascension to mortal angel of a deity upon the earth. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism.

Attunement. The sword allows you to attune to it immediately, without having to take a short rest. You gain the following traits:

Angelic Language. You can speak, read, and write Celestial.

Celestial Resistance. You have resistance to necrotic and radiant damage, and you don’t age.

Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.

Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet. If you already have a different kind of wings, these new wings replace the old ones, which fall off.

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

Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.

Sentience. The Sword of the Seraph is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.

The sword communicates by transmitting emotion to the creature carrying or wielding it.

Destroying the Sword. The sword is nigh on unbreakable, but can be destroyed by being fed to the fires of the deepest level of the Nine Hells. If the sword is submerged in Elixir of the Bloodstained by the creature attuned to it, it also transforms into a Sword of the Bloodstained.

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, Language: Celestial, Resistance: Necrotic, Resistance: Radiant, Set: Charisma Score, Set: Speed (Flying), cleric, paladin, or warlock with the Celestial patron, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

MilestoGo_24

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