Weapon (longsword), legendary (requires attunement by a Elf, Half-Elf, Cleric or Paladin)

Blade Properties

Dm decides what level rarity the sword will be.

or 1d4-1 (min of 1)

or (level 4= +1) (level 9= +2) (level 15= +3)

Roll a 1d6+1 to determine how many runes there are on this enchanted sword. Each Rune grants the sword a special property.

(Dm can also choose which properties best fit the sword/character wielding it. Or you can let the dice decide the sword and players fate)

Sword Properties:

1-50. Blade gains a minor property from the "special features" in the DMG.

51-54. +1 to all saves.

56-69.  Blade can use Intelligence/wisdom/charisma as the attack and damage modifier

70-74. Blade gains thrown property. (range 20/60 feet) Teleports back to user after thrown.

75-78. Blade acts as a Defender.

79-82. Blade Crits on a 19 or 20

83-86. When you hit with this blade, the weapon deals an additional 1d8 slashing damage.

87-90 When you hit a creature of a certain type (dragon, fiend, undead) the blade does an additional 1d8 elemental damage of your choosing.

91-94. Can cast a bright light as a bonus action. blinding any creature, you choose, failing a dc 15 con saving throw in a 30 foot radius centered around you, for 1 min. After used once, must finish a short rest to recharge ability.  (can repeat save after each of their turns)

95-98. Blade acts as a ring of spell storing.

99. Blade acts as a Sword of Sharpness.

100. Blade acts as a Vorpal Sword.

(if you roll a Defender, a Sword of Sharpness, and or a Vorpal Sword. They cannot stack. choose the first one rolled, then re-roll the dice. also re-roll if you land on the same property from 51-100.)

 

Sentience: Intelligence 12, Wisdom 10, Charisma 12. It has hearing and dark-vision out to 120 feet. This sword can telepathically communicate by means of dreams. When it needs to express itself the handle of the sword will display a temperature difference. (enemies near, becomes warm. no enemies remains normal. Extremely Deadly enemies near, becomes cold.) (enemies- of evil nature)

The sword most commonly is passed down generation through generation, usually as a family heirloom amongst the Elf lineage. This sword will not allow anyone to attune to it. The sword will only allow one person of the creator's lineage to attune to it. Once attuned it is bonded for life. If anyone else tries to attune to it, the sword's properties will seemingly "disappear," as they will return if the chosen one wields it. Also anyone who tries to attune to that continues to wield it, has disadvantage on all attack rolls and saving throws. Only the one it chooses will be allowed to use this legendary weapon.

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: Elf, Half-Elf, Cleric or Paladin, Versatile, Sap

LordArqadeous

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