Weapon (longsword), artifact (requires attunement by a Equipping the Sword)

This magical sword hails from the sacred realms. It has a noticeable crack running through its blade.
Sentience. The zeta sword is a sentient neutral good weapon with an Intelligence of 18, a Wisdom of 20, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Kai.
Personality. A lecherous Kaioshin is trapped within the Zeta Sword. The weapon is very self-centered and possesses a stern attitude, but will compliment its wielder on their potential should they show the promise to grow stronger.
Sacred Realm's Mightiest Sword. This magic longsword grants a +3 bonus to attack and damage rolls made with it. Additionally, when you make an attack with the longsword on your turn, you can increase the range of the attack up to 120 feet. This property of the zeta sword can't be used again until the next dusk.
Random Properties. The Zeta Sword has 1 major and 1 minor beneficial property. The DM has the choice to use the following suggestions, roll using a beneficial properties table, or come up with their own. Contains a 6th Level Spell of the DM's choice. You gain 1 Proficiency in a skill of the DM's choice.
Spells. The zeta sword has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), clairvoyance (3 charges), word of recall (6 charges). The sword regains 1d6 + 4 expended charges daily at dawn.
Destroying the Sword. To destroy the sword, it must be turned to stone by the spit of a Makaioshin and then, while still petrified, struck against a cube of Katchin.

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: Equipping the Sword, Versatile, Sap

Rhettaronjones

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