Jeff Edit. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
You gain a +3 bonus to attack and damage rolls made with this magic longsword, and you can use either your Strength or Dexterity modifier on attack and damage rolls with it. On a hit, this longsword deals an additional 4d6 cold damage. Due to its nature, it does an additional 2d10 slashing damage to aberrations and abyssal creatures on a hit.
This weapon has 6 charges that it can expend and replenishes 1d6 charges daily at dawn. If you expend all 6 charges, roll a d20. On a 1-5, the blade returns to its previous owner, no matter what plane they're on.
This weapon is considered magical for the purposes of ignoring resistances. Once attuned, you gain disadvantage with all other weapons apart from Wyrmblade.
Dragon's Might: By expending 2 charges, the owner of the sword can release the might of a dragon. Letting the fury of its previous owner converge upon the blade, the user can quickly draw their weapon, releasing a downward strike that causes the icy energy of the weapon to be expelled forward in wave of cold. Any creature within this 5-foot wide, 30-foot long line must make a DC 15 Dexterity saving throw. A target that fails its saving throw takes 3d10 cold damage, or half as much on a success.
Dragon's Fury: By expending 4 charges, the owner can utilize this deadly array of attacks. While held within the sheath, the user can channel the echo's of the dragon's rage into the frayed blade and expend their action, bonus action and movement to attack up to their normal attack actions+bonus action+plus movement at disadvantage (Ex: a level 5 fighter would attack 4 times). The user explodes forth in a flurry of one-handed slashes that ultimately ends with the owner sheathing the blade.
Dragon''s Will - Cursed: This weapon is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Releasing the weapon fails to end the curse on you. Once you are attuned to the Wyrmblade, you become subtly addicted to its use, and feel a need to be in proximity to it.
- If you attempt to move away from the weapon, you must succeed on a DC 18 Wisdom saving throw, or be unable to overcome the mad desire to be near it. You must complete a long rest before you can repeat this saving throw.
- If you attempt to make an attack with a weapon other than the Wyrmblade, you must make a DC 18 Wisdom saving throw. If successful, you are able to wield that weapon without penalty until the start of your next turn. If you fail the saving throw, all attack rolls with that weapon are at disadvantage until the start of your next turn.
- If you fail either of the preceding saving throws twice, you begin to step into madness, and are unwittingly drawn towards actions of evil alignment if you are not already evil. (At the DM's discretion, this may take the form of long-term madness effects or permanent character changes.)
Soul Rending. Creatures killed by this weapon have their souls frozen for all eternity. They cannot be revived through any means short of a wish.
Eternal Curse You must make a DC 20 Wisdom save at dusk every day to wield this weapon. On a failed save, you can choose one of the following effects:
- Your alignment becomes evil.
- You take 1d12 necrotic damage to fight the clawing corruption eating at your soul, but you keep your current alignment. You cannot regain hit points lost this way unless you use a remove curse of 4th level or higher, or wish.
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, Damage: Additional, Damage: Cold, Resistance: Fire, Replace Damage Type: Cold, Weapon Property: Versatile, Weapon Property: Finesse, Damage, Combat, Cursed, Versatile, Sap
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