This weapon is gorgeously balanced, fantastically sharp, and seems to channel the presence of the Arch Heart themself. One side of this blade is made of a faintly glowing Mithril, polished to a mirror shine with beautiful runic inlays. The other side was formerly a repugnant display of rust, barnacles, and raw, unworked metal, but is now nearly filled to the tip of the blade with runic etchings that tell your story as a hero and adventurer.
Dormant
The sword grants the following benefits in its dormant state:
- You can speak, read, and write Celestial, Elvish, and Sylvan.
- You have a +1 bonus to attack and damage rolls made with this magic weapon.
- Once per turn when you strike an enemy with this sword, you can attempt to channel the presence of the fey into their mind. The creature must succeed on a DC 13 Charisma saving throw or suffer one of the following effects of your choice; once an effect other than Desiring Strike has been used, that effect can't be used again until you complete a long rest:
Desiring Strike. You project into the mind of a creature something that they desire more than all else, but is always out of reach. On a failed save, a creature takes an additional 3d6 psychic damage and has disadvantage on the next saving throw they make until the end of your next turn, as their mind is flooded with grief. On a successful save, the creature takes half as much damage and isn’t affected in any other way.
Muddling Strike. You project into the mind of a creature a visage of true horror. A creature that fails the saving throw against this effect is charmed for 1 hour. While charmed in this way, the creature feels compelled to serve the source of its fear, and will attack its own allies if possible. Otherwise, the creature cannot attack you or your allies, and takes the Dodge on its turn.
Awakened
The sword grants the following benefits in its awakened state:
- The bonus to attack and damage rolls increases to a +2.
- The DC for the sword's abilities increases to 15.
- Additionally, you gain two new options when you strike a creature with this weapon detailed below:
Warden's Strike. A creature that fails the saving throw against this effect becomes befuddled as their peripheral vision is filled with fey visions. The creature is stunned, and at the end of each of their turns must repeat the saving throw, ending the condition on a success.
Judgement of the Summer Court. When you strike a creature with this weapon, you can draw the ire of the Summer Court to their presence. They must succeed on a Charisma (Persuasion) check, otherwise a redcap appears. The redcap is loyal to you, and it shares your initiative count, but it takes its turn immediately after yours. The target of this effect is the quarry of the redcap, who will, on its turn, only attempt to kill the target. If the redcap cannot attack the target, it will either dash towards the target or take the dodge action. Once the target is slain, the redcap disappears.
Exalted
The sword grants the following benefits in its exalted state:
- The bonus to attack and damage rolls increases to a +3.
- The DC for the sword's abilities increases to 17.
- Effects other than Desiring Strike can each be used twice before you must complete a long rest.
- You gain a new option when you strike a creature with this weapon called Arcanist's Ire. A creature that fails the saving throw against this effect immediately loses concentration, if they are concentrating. The creature has disadvantage on all saving throws against magical effects, and spell attacks have advantage against the creature. If the creature attempts to cast a spell while under this effect, they must succeed on a Wisdom saving throw or take 5d10 psychic damage, and the spell fails. At the end of each of their turns, they must repeat the saving throw, ending this effect on a success.
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, Language: Elvish, Language: Sylvan, elf or half-elf, Versatile, Sap
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