Weapon (longsword), artifact (requires attunement by a The wielder must be a samurai fighter with a 16 in strength)

The power within this blade is not from this plain, master this sword to achieve it's power. Attended wielder gains advantage on all strength checks and deals an extra amount of necrotic damage equal to the strength modifier

Bound Blade: When the wielder puts this blade down without it's sheath (this also includes the weapon being knocked out of the player's hand) they must make a DC 9 Constitution Saving Throw in order to not die.

Demonic Reach: On a turn the wielder can choose to use a slash ability that ranges to about 160ft, the target of the ability must make a DC 14 Dexterity Saving Throw, on a failed save the target takes 2d8 of necrotic damage

Dark Skies: Once per long rest you may use a turn to trigger this ability, that completely surround the user in a armor made of black stone and grants the user an extra 5 to armor class, grants immunity to piecing attacks, a unique set of abelites that can only be used while Dark Skies is active, doubled movement speed and an extra amount of d20s equal to the proficiency bonus (Example 2d20 for levels 1 to 5) of extra hit points. During Dark Skies Yigdrasil changes from a katana to a claymore which changes the stats of the weapon. This ability is only active for five turns or until you run out of temporary hit points, if the wielder runs out of temporary hit points then the wielder must take 3d20 of necrotic damage.

Damage (Katana): 2d8 + The level of the user * 2 Slashing Damage

Damage (Claymore): 2d12 + The level of the user / 2 Slashing Damage

Path of the Devil (Dark Skies): Once per short rest, as an action you can use all your remaining movement to dash forward and deal 1d20 of slashing damage to anyone within that path.

Blade of Blasphemy (Dark Skies): Once per turn the wielder may fire a shot from the blade that can reach 120ft away, the target of this shot must make a DC 12 Dexterity saving throw to jump 10ft away from where the shot will land, on a failed save target takes 2d20s of necrotic damage. If the target jumps out of the way then when the shot lands any creature within 10ft of the landing point must take 5d4 of necrotic damage.

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: Advantage: Ability Checks, Maximize Weapon Damage, The wielder must be a samurai fighter with a 16 in strength, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

i_am_not_god

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