The Sentient Sword is a magic, sentient longsword that has granted you most of your magical power. It also gives a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a failed save, the wielder takes 3d6 psychic damage. On a successful save, you take half damage.
- While attuned to the sword, you gain +1 to AC.
- While attuned to the sword, your Constitution score increases by 2 to a maximum of 24.
While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Sentience. The Sentient Sword is a sentient weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common.
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: Bonus: Initiative, Damage, Buff, Debuff, Combat, Cursed, Heavy, Two-Handed, Graze
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