This magical cutlass was once wielded by the legendary pirate king, an enigmatic, charismatic, and extraordinary man. Though he was said to wield unmatched power himself, a little bit of his strength remains in the sword, bound to his essence even hundreds of years after his death. It is said that this weapon will reveal itself only to those deemed worthy to succeed the pirate king.
This sword gains a +3 bonus to attack and damage rolls made with it and you may choose to deal either slashing or piercing damage with it when rolling damage. Additionally it deals an additional 3d8 slashing damage with each attack.
Observant Reflexes: While attuned to this sword, when targeted by an attack, you may use your reaction to flourish your sword and turn aside the blow. When you do, your AC increases by an amount equal to your dexterity modifier against that attack, potentially causing it to miss. If you cause an attack to miss and they are within attack range, you may immediately make an attack of opportunity against the attacker as part of the same reaction. Additionally, you gain 1 reaction every turn in combat. Only one of these reactions per round may be used to cast a spell.
Protective Armaments: This weapon is considered a vorpal sword and gains all of the associated benefits. When you hit a creature with an attack using this sword, you may expend a number of hit dice to increase the damage you deal(maximum 5). Roll the hit dice expended, plus an additional die of equivalent size, and add the total amount rolled to the damage of the attack roll. This extra damage is slashing damage. Additionally you gain resistance to all bludgeoning, slashing, and piercing damage for as long as you are attuned, as your skin hardens like metal in response to damage.
Conqueror's Will: While attuned, you know the spell Tenser's Transformation and may cast it as a bonus action without expending a spell slot or material components. You may cast it this way a number of times per long rest equal to half your proficiency bonus, rounded down. You regain all expended uses upon completion of a long rest, this rest must include a large meal. When cast this way, the spell does not require concentration, and in addition to the effects the spell normally provides, you gain the following:
- The range of your melee attacks increases by 10 feet.
- You may choose to deal lightning damage in place of any force damage you deal.
- Your speed doubles.
- Once during the spell's duration you may take an additional action on your turn.
- You regain 1 expended Hit Die at the start of each of your turns for the duration
Additionally, you also gain the ability to cast the spell Psychic Scream once as an Action without expending a spell slot or material components. When used this way, any creature who drops to 0hp by the spell falls unconscious, but remains stable, in place of the spells normal effects. After casting this spell you cannot do so again until the next dawn.
Pirate Lord's Magic: While attuned, the following spells are added to your list of spells known. They are always prepared and do not count against the number of spells you can prepare for a day. You may cast each of these spells once without expending a spell slot or material components, after which you must complete a long rest before doing so again; Silvery Barbs, Haste, Staggering Smite, Destructive Wave, Mass Suggestion. Finally, while attuned you may expend a number of hit dice equal to the level of spell slot to cast these spells in place of using a spell slot.
Random Properties:
- 2 Major Beneficial: While attuned, your Dexterity Score increases by 2 to a maximum of 24; While attuned, you may use an action to cast the spell Power Word: Pain without expending a spell slot or material components, after which you must complete a long rest before doing so again.
- 4 Minor Beneficial: While attuned to this artifact you gain +1 to your Armor Class(x2); While attuned, you may use an action to cast the Prestidigitation cantrip; While attuned, you may use an action to cast the spell Compelled Duel without expending a spell slot or material components, after which you must complete a long rest before doing so again.
- 2 Major Detrimental: Each time you attune to this artifact you age 3d10 years, you must succeed on a DC 10 Constitution Saving throw or die from the shock. If you die from this effect you immediately transform into a Wight under the dm's control sworn to protect the artifact; When you attune to this artifact, you must complete a quest, as assigned by the DM as if under the Geas Spell. Once you complete this quest, you are no longer affected by this property.
- 4 Minor Detrimental: While attuned you must eat/drink six times the normal amount in a day; The first time you touch a gem or piece of jewelry, its value is decreased by half; While attuned, your weight increases by 1d4x10 pounds(muscle); While attuned, your flaw is amplified in a way determined by the DM.
Proficiency with a Rapier 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: worthy successor to the title of Pirate King/Queen, Finesse, Vex
Previous Versions
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8/24/2022 5:19:19 AM
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