Swords hold within them the power to shelter and protect, but also the power to mercilessly strike down whatever meets its blade. This bracer, emblazoned with the image of a double edged sword with a golden crown around the tip, contains the vestiges of every sword ever forged on the material plane. When this item’s magic is deployed in battle, an army is more likely to raise the flag of surrender than suffer its devastating onslaught.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
- 2 minor beneficial properties
- 1 major beneficial property
- 1 minor detrimental property
Properties of the Bracer. The Ace of Swords is a metal bracer that changes its size to fit the creature who has attuned to it. Once during your turn, you can use an action to summon a bladed weapon of any kind to your hand. This weapon is magical and has a +3 bonus to attack and damage rolls. The weapon can be dismissed, disappearing from your hand, requiring no action.
The bracer has 10 charges. When you hit with a melee attack, using one of the weapons summoned by the bracer, you can expend up to 3 charges to deal an extra d10 force damage for every charge spent. The bracer regains all charges daily at dawn.
Crown of Blades. As an action, you conjure dozens of tiny portals. These portals connect to a demi-plane which holds exact copies of every bladed weapon ever forged. The portals remain floating above you for one minute, or until you lose concentration (as if you were concentrating on a spell).
While these portals remain, you can use an action to launch a series of bladed weapons from them in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) piercing damage on a failed save, or half as much on a success.
Shield of Swords. You can summon a wave of blades to block incoming attacks. As a reaction you can add +6 to your AC against one attack that would hit you. To do so you must be able to see the attacker and not be concentrating on Crown of Blades.
Tempering Grounds. As an action, you can teleport you and any creatures of your choice that you can see within 90-feet to the demi-plane where the copies of all blades are kept. You and the creatures remain there for one minute, you use a bonus action to end the effect, or until you lose concentration (as if you were concentrating on a spell). While you are in this demi-plane, you have advantage on concentration checks.
While in this demi-plane, when you take the attack action, reach does not apply to you. Rather, when you make a melee weapon attack, a random weapon within the demi-plane is launched at your target. If the attack hits, the damage rolled for the attack equals that of the weapon that struck your target, not the weapon you hold.
Notes: Summoning, Combat, Wristwear
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