Weapon (longsword), legendary (requires attunement)

Zephyr was forged by the twin Noble Djinni sultans who rule over the mercantile nation of Dhahab in the world of Irden, a fearsome blade which strikes remarkably fast and allows her wielder to bolt through the battlefield as a dancing gale.

You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. In addition, you can make two attacks with it as a bonus action on each of your turns.

Additionally, if you're Attuned to Zephyr, you become as swift as the wind, being granted the following benefits while you hold it:

  • You gain a +2 bonus to AC.
  • Your walking speed is increased by 30 feet.
  • Your movement doesn't provoke opportunity attacks
  • You have advantage on dexterity saving throws.

Zephyr also has 2 charges. While holding it, you can use an action to expend 1 of it's charges to cast the Steel Wind Strike spell (+11 to hit bonus on the melee spell attack). It recovers 1d2 expended charges daily at dawn.

Sentience. Zephyr is a sentient chaotic neutral weapon with an Intelligence of 10, a Wisdom of 13, and a Charisma of 17. It has hearing and normal vision to 60 ft.

The weapon can speak, read, and understand Common and Auran. It has a loud, energetic and playful feminine voice.

Personality. Zephyr is fun-loving and greatly enjoys fighting and liberty, making her best suited for wielders that travel often or are always looking for new challenges and experiences. If Zephyr is kept away and remains unwielded for over a month, it can choose to end a creature's attunement to it, and the creature cannot attune to Zephyr unless it allows so; which can try to convince it through a DC15 charisma (persuasion or deception) check, or through drawing her and using it in multiple battles. Each time it ends it's attunement to a creature the DC for the charisma check increases by 5 for that particular creature.

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: Bonus: Magic, Bonus: Armor Class, Bonus: Speed (Walking), Advantage: Dexterity Saving Throws, Extra Attack as Bonus Action, Damage, Combat, Versatile, Sap

Previous Versions

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Item Tags: Damage Combat

Witch_Queen_Of_Lesbos

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