Weapon (greatsword), artifact (requires attunement by a person with connections to crystals or illegal substances)

This light blue crystalline greatsword has a blunt top and 7 smaller blades growing to the cutting edge. You can stab yourself as an action and take 2d6 piercing damage to gain a “high”. This “high” gives the one affected an extra turn, advantage on all dexterity and perception checks/saves. It also adds +10 to your movement speed, makes you immune to attacks of opportunity, and your are  unaffected by difficult terrain or anything else that would impede your movement, including spells. When this “high” ends, you gain a point of exhaustion and lose your turn. The "high” ends after 10 rounds. If the last small blade is broken off, if deals 4d6 fire damage instead, as it explodes in your face. Otherwise, this weapon deals 4d12 plus your strength modifier in damage. It regains 1d6 + 1 charges at dawn, as the blades regrow. If the blade cracks or is otherwise blemished, it grows over the fault by dawn. If broken in half, a charge must be sacrificed to hold it together until it repairs. This expense will not activate a high but will explode if it’s the last one.

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: person with connections to crystals or illegal substances, Heavy, Two-Handed, Graze

Versatile110

Comments

Posts Quoted:
Reply
Clear All Quotes