Weapon (greatsword), rare (requires attunement by a Barbarian, Fighter or Paladin. During the attunement process, WOUND deals 1d4 Damage to you. This damage can only be healed by a short or long rest.)

The word "WOUND" is etched into the blade in black Dethek runes. "WOUND"  is a "Greatsword +1" , adding +1 to attack and damage rolls. In addition it has the following properties:

Once per turn, when you hit a creature with an attack using this weapon, you wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

If the weapon succesfully wounds an enemy the dethek runes begin to glow red for a short period of time.

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: Damage: Necrotic, Bonus: Magic, Barbarian, Fighter or Paladin. During the attunement process, WOUND deals 1d4 Damage to you. This damage can only be healed by a short or long rest., Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

Zetta01

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