Weapon (greatsword), legendary (requires attunement)

A zweihänder with a glowing blue edge. Without being attuned, it operates exactly the same as a base greatsword, but when attuned, it gives an additional +1 to hit. When you hit a creature with this weapon, you may choose its damage type, unlocking damage types the higher level you get.

At levels 1-3, you may choose for this weapon to do Bludgeoning, Slashing, or Piercing damage.

If you chose Bludgeoning, the creature must make a DC 8+your level Strength Saving throw or be knocked backwards from you 10 ft.

If you chose Slashing, add 1d6 times half your level rounded down to the damage.

If you chose Piercing, you may also make an attack roll against a creature 5 ft directly behind this creature, and on a success, also deal the same damage to them.

At levels 4-7, you may choose for this weapon to deal Fire, Cold, or Thunder Damage.

If you choose Fire, the creature must make a DC 8+ your level Constitution saving throw at the beginning of each of its turns or take half of the damage dealt to it again. Once they succeed, the effect ends.

If you choose Cold, the creature must spend its next action making a DC 8+ your level Strength Saving throw or skip its turn, for each turn until it succeeds.

If you choose Thunder, you may have every creature within 30 ft of the creature, excluding you, make a DC 8+your level Constitution saving throw or take 2d6 thunder damage.

At levels 8-11, you may choose for this weapon to deal Acid, Poison, or Psychic Damage.

If you choose Acid, the creature must make a DC 8+ your level Constitution saving throw or lose 1 AC for 1 minute, as well as taking an extra 1d8 acid damage.

If you choose Poison, the creature must make a DC 8+ your level Constitution saving throw or be poisoned for 12 seconds, as well as taking an extra 1d6 poison damage.

If you choose Psychic, the creature must make a DC 8+ your level Wisdom saving throw or be Frightened of you, as well as taking an additional an extra 1d8 psychic damage.

At levels 12-Onward, you may choose for this weapon to deal Radiant, Necrotic, or Force Damage.

If you choose Radiant, you may make an additional attack on this creature, and add D4's equal to your levels in Paladin, Cleric, and Fighter to the damage if you hit, along with the normal damage.

If you choose Necrotic, you regain hit points equal to half the damage you dealt, rounded up.

If you choose Force, the creature must make a DC 8+your level Charisma Saving throw or be paralyzed for 12 seconds.

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: Heavy, Two-Handed, Graze

FreshPhenom

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