Weapon (greatsword), artifact (requires attunement by a good aligned creature )

Forged in the fires of his own breath the Ashbringer was made by the hands of Bahamut, the god of metallic dragons. Made in the beginning of the 3rd Era, it's original wielder is lost to time with those that followed after. Used by those few as a tool to fight back the darkness the Ashbringer would bestow many gifts unto those whom it saw as worthy of its power.

Sentience. Ashbringer is a sentient lawful good weapon with an Intelligence of 25, Wisdom of 25, and a Charisma of 30. It has hearing and darkvision out to a range of 120 feet.

The weapon does not communicate with it's wielder or others, it instead only watches and decides if the person attempting to attune is worthy of its power

Personality. A quiet and well mannered Solar named Kolmanish lives within Ashbringer. The weapon wishes to see evil in all forms purged from the world.

Slayer of Evil. This magic greatsword grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 2d8 radiant damage.

Random Properties                                                                                                                                                                                                                                                                                             

The greatsword has the following randomly determined properties:

  • 2 minor beneficial properties
  • 1 major beneficial property 

Seal of Command

You utter a holy incantation that fills you with divine power. As a bonus action for 1 minute you can give yourself advantage on one melee attack made with this weapon per round.

Crusader Strike

You harness the power of the light into a strike you make. On a melee weapon attack with this weapon deal an extra 1d8 fire damage and 1d8 radiant damage. You can use this feature 3 times per long rest. All charges are replenished on a long rest.

Word of Glory

You enhance the fighting spirit of those around you with the light of the heavens. As a bonus action choose an amount of creatures equal to 2 plus your Charisma modifier (minimum of 3) within 120 feet of you. For 30 seconds these creature gain 2d10 temp hp at the start of each of their turns. Once this feature is used it can't be used again until after a long rest. 

Wake of Ashes

 You lash out at all enemies close to you with the force of the heavens. As an action you can cause the area in a 20ft radius around you to be wreathed in holy flame. Any creatures you decide in that area must make a DC 20 Dexterity saving throw. On a failed save take 6d8 fire damage, and half as much on a success. Once this feature is used it can't be used again until after a long rest.

Avenging Wrath

You call upon the glory of the gods to avenge those who have been wronged by evil. As an action angelic wings sprout from your back and you gain a flying speed of 40ft for 1 minute. You may then make a single attack with this weapon at advantage. If the melee attack hits it deals an additional 4d10 force damage, and the target must succeed on a DC 20 strength saving throw or be knocked back 30ft and land prone. Once this feature is used it can't be used again until after a long rest.

Ten Thousand Suns

You invoke the wrath of Bahamut himself and unleash a devastating attack. As an action you can call upon the power of Bahamut and light like a beacon causing you to emit bright light in a 10ft radius and dim light for an additional 10ft. You can move up to double your movement speed without provoking opportunity attacks and make a single attack with this weapon (at advantage if the creature is a fiend or undead). If the attack hits the target takes an additional 4d10 radiant damage, 4d10 fire damage, and 2d10 force damage. Any undead or fiends that pass through the bright light must succeed on a DC 20 Constitution saving throw or be take 3d8 radiant damage and be stunned until the end of their next turn. Once this feature is used it can't be used again for 5 days.

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: good aligned creature , Damage, Buff, Debuff, Movement, Combat, Sentient, Heavy, Two-Handed, Graze

Previous Versions

Name Date Modified Views Adds Version Actions
3/31/2023 12:03:37 AM
18
1
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Coming Soon
4/3/2023 4:26:52 AM
22
1
2.0
Coming Soon

Item Tags: Damage Buff Debuff Movement Combat Sentient

TheDuke5487

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