A blade of centuries past, this weapon was once used by Templars of an ancient order to rend invaders from the realm of Toskandal. It has two effects.
Divergent Wrath: On a Critical Hit, you gain a charge of Divergence, to a total of 3. When you hit a target, you may expend a charge of Divergence to add another 1d6 to your strike per charge used. This can be used in conjunction with other effects such as the Smite variance of spells.
Domainular Conduit: As a bonus action, you may speak the Command Word to shuffle the alignment of the blade for 1 minute. When you do so, roll on the following table to determine the effect granted. You may use this effect a number of times equal to your proficiency modifier per long rest.
1: Silni Amplification. Any time you hit a target, you cause the next attack to deal extra force damage equal to your Charisma modifier.
2: Infernal Touch. Any time you hit a target, you deal an additional 1d4 fire damage.
3: Plentiful Bounty. Any time you hit a target, your weapon gains a +1 bonus to its next attack. This effect does not stack.
4: Noctisian Veil. You become invisible to any creature that does not possess Darkvision
5: Rodinian Refuge. Anytime you or a friendly creature you can see within 30 feet takes damage, you can use your reaction to split the damage between yourself and a willing creature within range.
6: Windshear. You deafen any creature (including yourself) within 5 feet of you. Additionally, you cause ranged attacks against you to suffer disadvantage.
7: Svetii Luminosity. You blind any creature (excluding yourself) within 5 feet of you. For creatures with Darkvision, this range is increased to 15 feet.
8: Valtisian Wealth. When you slay a target you regain the us of an expended resource (e.g. Spell Slot / Divine Sense / Infusion). Additionally, whenever you strike a hostile target, you gain 1 GP.
9: Innocent until Proven Guilty. When you strike a target, you cause them to suffer half of the damage you most recently took, rounded up.
10: Lyuban Obsession. When this effect is activated, you may select one target you can see. You gain then advantage on all rolls concerning that target for one minute.
11: Nature's Gift. When you strike a target, you plant a seed within them. This seed causes them to take 1 necrotic damage at the start of each of their turns until either the seed is removed or the target is slain.
12: Sierran Attachment. When this effect is activated, you cause all terrain within 10 feet of you to become difficult, and yourself ignore difficult terrain.
13: Siegan Proficiency. When you succesfully wound a target, you cause all attacks against it gain a +1 bonus to hit and damage rolls. This effect does not stack
14: Eternal Array. Should you be reduced to 0 hit points, make a DC 10 Constitution saving throw. On a success, you remain at 1 hit point. Additionally, you have advantage on Death Saving Throws while this is active.
15: Biblian Search. When you strike a target, you learn one random fact about it.
16: Aguinian Tides. When you strike a target, you push it 5 feet away from you.
17: Tranquite Calm. When you strike a target, you cause it to cease any hostile effort until the end of its next turn. Once affected by this, a target is immune to the effect for 24 hours.
18: Graviton Expansion. At the end of your turn, any creature within 15 feet of you is pulled 5 feet closer to you.
19: Offetican Warp. While this effect is active, you treat any rolls you make or are made against you as the inverse of what they would be
20: Inviction. While this effect is active, you roll 1d20 at the start of each of your turns. On a roll of 15 or higher, you reverse all effects of the last attack you suffered.
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: Wrath of Divergence, Heavy, Two-Handed, Graze
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