Weapon (dagger), varies

The Zephyr Blade +5

The Zephyr Blade is a Legendary weapon destined for the Chosen One to receive it, in dire times of need.

The Zephyr Blade can be issued at any level, and you must fulfill a quest to slay a monster upon receiving it. [DM Choice]

The blade does [roll]2d6+5Radiant[/roll], adding +5 to Attack. Upon a Critical, the creature must succeed on a CON roll of 19, or explode in a great display of gore. 

Upon Slaying the Monster, you Unlock:

True Destructive Power: You must make a Strength roll, DC 17, you stab it into a stationary object, and it explodes in a great display of debris.
The object can be consisting of these materials: Dirt, Stone, Hardened Stone
                                                                                      Stronger Materials (e.g. Metal) will split, creating an opening

The Blade's Master: You are able to make a Ranged Attack with The Zephyr Blade up to 30ft, you may use Strength for the Att. The blade flies effortlessly to it's target, piercing and doing it's normal damage. The Zephyr Blade may be recalled using a Bonus Action. You cannot do this as a Reaction.

- - -This is a fantastic weapon for the DM to possess in their Campaign, it works at any levels, and I highly recommend you let them see this first before reading any further - - -


To DM

This blade is awarded by a Great Guardian, the Custodian of the blade. They must be Charismatic, Intelligent, and a Respected entity.

Their dwelling must be a location easily located by those with the knowledge, and also where the Guardian is most powerful. Lair Actions are encouraged, but also must be harmless unless invoked by the Guardian in defense; Regional Effects may also be included, it is ill advised however to create a hostile environment.

This is not the Zephyr blade, this is a -2 Damage dagger, and people cannot figure it out, if they do not possess a High Wis & Int, DM at your own discretion.

 

You are to allow the player to roll, make them believe in them self, that this is truly The Zephyr blade. Upon their 'hit' you are to roll their True damage and you state this damage, if they get a 1 or 2 on your damage roll, the dagger bends out and is useless, if they get higher, have them roll a Wisdom Saving Throw, DC 10 and they realize that this weapon is not The Zephyr Blade. If they miss, they do not realize what happens.

 

The Great Guardian is actually a Great Trickster, so Chaotic Alignment is a must when changing or choosing a Guardian. This Guardian will give adventurers a grand speech, that one of them are the chosen one, and are the true wielder of The Zephyr Blade and must go on a quest to slay a monster, Alone. The Monster may be picked at your own discretion.

 

Now they will most definitely not give the adventurers The Zephyr Blade, but instead lead them on as long as possible, and each time repeating the greeting, even while there are people present, who knows the Guardian is Lying. Always include a new item to be The Zephyr Blade every time, and always coy of the True Zephyr Blade.

 

The True Zephyr Blade

 

It is always the most inconspicuous object that the Guardian can present to the Adventurers. 

 

The True Zephyr Blade, when held up high, radiates it's power to the wielder.

 

The Guardian will then give instructions, demonstrations of it's Power, of it's Greatness

 

And also how easily it can be lost if thrown beyond 30ft (Trigger Warning: do not be broad about this this part, you must be specific)

 

-- Rest of Details are at your own discretion --

 

Proficiency with a Dagger 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Ranged Weapon Attack: Piercing, Finesse, Light, Thrown, Nick

ACrackers

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