This fabled and dreaded blade, once split apart to prevent it from causing a planar level destruction event, was previously wielded by a Demon lord, whos name has been lost to history. This demon lord was on the cusp of wiping from existence an entire plane, only to have been defeated by his own progeny, with the help of a cluster of young dragons. The sword was split into 2 pieces. one was cleansed and was kept under lock and key by the descendants of the demons progeny, the other was sealed in a supposedly unreachable location deep in the abyss, never to be seen again. Now reformed, its mere existence is a call to the dark forces of the multiverse, spelling doom for all unless the blade can be destroyed again. The sword is said to be able to cut through anything, even the very fabric of space and time
This sword gains a +3 bonus to attack and damage rolls made with it and deals an additional 3d8 Force damage with each attack, or 3d10 force damage instead if wielded with both hands. Additionally this sword gains the finesse property.
Dark Slayer: While attuned, attacks made with this sword become a critical hit on a roll of 18-20 on the D20. When it lands a critical hit, it deals an additional 6 damage die of force damage as part of the attack. Critical hits with this weapon leave lingering injuries and limbs or other body parts removed by it are instantly destroyed. Additionally you may teleport up to 60 feet as a bonus action.
Judgement Cut: You become so fast with this sword that you can make attacks with it and sheathe it faster than an eye can blink. When you are targeted by an attack roll, you may use your reaction to increase your AC by an amount equal to your dexterity bonus against that attack. If this would cause the attack roll to miss, you may immediately follow up as part of the same reaction and take the attack action. If you have multiple attacks you make all of them that you normally would when taking the attack action.
Summoned Swords: Wile attuned, you may summon several ethereal blue swords that surround you and grant you various bonuses. When you use this bonus action you summon a number of these floating ethereal swords equal to your proficiency bonus. The swords hover and spin around you and remain for 1 minute or until you use this ability again. You may use this ability a number of times equal to half your proficiency bonus, regaining all expended uses upon completing a long rest. While the swords are summoned you gain the following bonuses;
- Your AC increases by an amount equal to the number of swords you currently have around you.
- As a bonus action you may make a ranged spell attack with the swords, sending them flying at a target within 60 feet of you. You may send any number of the swords surrounding you as part of this attack. Charisma is your spellcasting modifier for this and on a hit, the swords deal 2d8 Force damage. Regardless of whether or not the swords hit a target, any sword used for this attack is destroyed.
- When another creature hits you with a melee attack within 10 feet of you, they take slashing damage equal to twice the number of swords around you and one of your swords is destroyed.
- When you are subjected to an effect that forces you to make a Dexterity Saving throw, you may sacrifice all the swords you currently have as a reaction, gaining a bonus to the roll equal to the number of swords lost this way. If you succeed the saving throw, you take no damage.
Form of Sin: While attuned, as an action, you may Transform yourself into a demonic form. You stay in this form for 10 minutes or until you reach 0hp. Once you use this ability you cannot do so again for 24 hours. While in this form you gain the following benefits;
- You gain 50 Temp Hp, if any of these remain when the transformation ends, they are lost.
- You gain immunity to Necrotic and Fire Damage
- Melee attack rolls you make are made at advantage and deal an additional 2d12 Fire Damage, this Damage ignores resistance and immunity.
- You gain a fly speed of 60 feet.
- You gain proficiency in Strength and Constitution Saving Throws.
World Splitter: While attuned, you may cast the Gate spell once from the sword, without expending a spell slot or material components. After casting this spell you must complete a long rest before doing so again.
Approaching Storm: While attuned to this weapon, the following spells are added to your list of spells known. You may cast each of these spells once without expending a spell slot or material components once, after which you must complete a long rest before doing so again; Blink, Shadow of Moil, Severence*, Simulacrum, Final Judgement*.
Random Properties:
- 3 Minor Beneficial Properties: You know the Dark Blade* Cantrip and may cast it at will; While attuned to the artifact, you can use an action to cast Zephyr Strike from it. After you cast the spell you can’t cast it again until the next dawn; While attuned to the artifact, you gain a +1 bonus to Armor Class.
- 2 Major Beneficial Properties: While attuned to the artifact, your Dexterity score increases by 2, to a maximum of 24; While attuned to this artifact you cant be blinded, deafened, petrified, or stunned.
- 4 Minor Detrimental Properties: While you are attuned to the artifact, animals within 30 feet of you are hostile toward you; While you are attuned to the artifact, your flaw is amplified in a way determined by the DM; While you are attuned to the artifact, other creatures can’t take short or long rests while within 300 feet of you; While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature.
- 2 Major Detrimental Properties: The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact’s properties, there is a 50 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the intruding life force is banished using magic such as the Dispel Evil and Good spell; When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an Empyrean. Once it obtains the artifact, the avatar vanishes.
*Spells marked with an asterisk are homebrew spells that can be found here on DnDBeyond.
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: an evil creature., Versatile, Sap
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