Weapon (greatsword), very rare (requires attunement)

Found in forgotten ruins, this rusted beast of a great sword is an amalgam of rust and formerly magical weapons. Bound by the blood of the fallen warriors who lost their lives, the fragments of weapons have merged using the latent arcane energies, becoming a tenuous whole weapon. For now. 

It radiates a chaotic energy, the spiritual remnants inside reaching out to taste life once again. 

 You have a bonus to Attack and Damage Rolls made with this magic weapon, determined by rolling a D4 when this blade is found. (1 for a +1, 2 for a +2, 3 for a +3, rolling a 4 results in re-rolling the dice.)

Chaos on the Battlefield - Due to the method of its creation, this sword is truly a chaotic presence. Each time you make an attack roll, roll an additional D20. The result of this die determines which additional effect is activated by the sword's magic. 

D20

Properties

1

Reroll the dice, taking the next viable result. The effect happens to you or you take the additional damage you would otherwise deal. 

2

You deal an additional 1d6 of Lightning Damage. 

3

You cast confusion centred on yourself with a DC of 15.

4

Attacks made against you are made at disadvantage until your next attack.

5

You deal an additional 1d6 of Radiant Damage.

6

Once per round you can force a creature to make a DC20 Charisma Saving Throw. This creature is charmed.

7

You gain 2d10 temporary hit points.

8

You take one additional action immediately

9

Force a creature you can see within 30ft to make a DC15 Wisdom Saving Throw or be paralyzed until your next turn. 

10

A random creature within 30ft of the target gains a flying speed equal to twice their pace, until the end of their next turn. 

11

You can teleport up to 30ft to an unoccupied space. 

12

You deal an additional 1d6 of Cold Damage.

13

Force your target to make a DC11 Wisdom Saving Throw, on a failure they are polymorphed into a Young Bronze Dragon until the end of their next turn. 

14

Fire erupts from the sword, forcing a DC14 Dex Saving Throw, dealing 4d6 Fire Damage in a 15ft radius, or half as much on a success.

15

Dispel magic effects on the target creature immediately.

16

You deal an additional 1D6 of Necrotic Damage, and heal yourself for the same amount.

17

Your target must make a DC17 Strength Saving Throw or be pushed 15ft in a straight line, and fall prone.

18

You deal an additional 1d6 of Thunder Damage.

19

Your target must make a DC13 Intelligence Saving Throw or be blinded until the end of their next turn.

20

Reroll the dice, twice, applying both results. (On consecutive rolls of a 20, these bonuses as all gained)

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: Magic, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

NikesOlympus

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