You have a +1 bonus to attack and damage rolls made with this magic weapon. While attuned to Wrath, you can breath air and water.
This fairly normal looking pirate's cutlass and its scabbard have seen better days. They're both covered in nicks and scratches, the leather is discolored in places, and salt seems to gather in the details even if the user hasn't been at sea. Attempts to polish or restore the blade are met with frustration as the wear and grime returns over the next few hours. Regardless of the appearance, the blade is nearly unmatched for sharpness and balance.
Furious Smite. Wrath can absorb magical potential from its wielder and convert it into electricity with the fury of a thunderstorm. When hitting a creature or object with a melee attack, you can choose to expend one spell slot to add lightning damage to the attack. For a first-level spell slot, it deals 2d6 lightning damage. For each level above first, the damage increases by 1d6.
Sentience
Wrath is a sentient weapon of chaotic neutral alignment, with an Intelligence of 15, and Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon can express emotions telepathically to its wielder as a form of communication. It can read and understand Common and Aquan.
Personality
Wrath is a weapon with delusions of grandeur. It believes, on a fundamental level, that its purpose is to be in the hand of the most successful, powerful, and feared ship's captain on the sea. The sword doesn't care if this turns out to be a noble navy veteran proudly serving their crown and country or a tyrannical pirate warlord. Typically it is content to observe and silently judge whatever situation its wielder is in, unless there is an opportunity to become famous (or infamous) or take a position of command, at which point it will strongly try to lead the user to take that risk. Wrath is at its strongest when the user is challenged to a duel. It will encourage you to accept the duel, no matter the odds. Wrath can attempt this encouragement even if not actively in your hand or not on your body, as long as it's within 120 feet of you and can hear or see the challenge being issued.
If you accept a fair duel and win, the blade's attack and damage bonus increases to +2 for 1d4 days. If you win a clearly unfair duel where you are at a serious disadvantage, or there is a genuine risk of permanent death, the bonus increases to +3 for 1d4+4 days. No benefits are granted for winning an unfair duel versus a helpless or significantly weaker opponent, as determined by the DM.
If you deny Wrath's will and refuse a duel, it will angrily withhold its Furious Smite for 1d4+1 days. Each day you can attempt a Charisma check of your choice to get the blade to cooperate again, versus it's Wisdom check. Accepting and then losing a duel does not anger the blade, because at least you rose to the occasion and gave it your best shot.
Proficiency with a Scimitar 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: Bonus: Magic, Damage, Combat, Sentient, Finesse, Light, Nick
Previous Versions
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5/17/2023 3:41:23 PM
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6/5/2023 12:50:31 AM
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7/12/2023 3:47:14 PM
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