Weapon (scimitar), legendary (requires attunement)

The World Tear is a magic Scimitar imbued with the power of the mighty Sin of Worlds. Though its power has significantly dwindled over the thousands of years of it not being used by the sinner that made it, It still holds a tremendous amount of power.

While Attuned to World Tear the wielder will gain the following abilities. World Tear uses its wielder's Charisma to cast its spells and the weapon can be used as a spell casting focus.
1. +3 to attack and damage rolls.
2. World Tear is the Siege Weapon property, allowing it to deal double damage to objects and structures.
3. World Tear allows the wielder to cast the following spells. 
      Dispel Magic (1 charge)
      Dimension Door (2 charges)
      Plane Shift (5 charges)
4. World Tear adds an extra 2d10 of force damage to its damage rolls.
5. If the wielder scores a critical hit with World Tear they they roll an extra 3d10 force damage (for a total of 5d10).
6. Once per day the wielder of World Tear can use their action to force any creatures of their choice within a 30 ft. radius of them to make a DC 16 Wisdom saving throw or take 8d12 force damage and gain a form of Long Term Madness. Succeeding this saving throw prevents madness and halves the damage taken.

Cursed.
World Tear carries a curse that is placed upon anyone that attunes to it that isn't The Sin of Worlds. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times, and if another creature attempts to take the weapon its wielder will become hostile. However, if the wielder reduces a creature to 0 hit points after they attempt to take the weapon they may choose if that final hit was lethal or not. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. 

Charges: World Tear has a total of 8 charges that can be used on the spells imbedded in the weapon. These charges are regained the next day at Dawn.

Random Properties. World Tear has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

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: Force, Finesse, Light, Nick

Previous Versions

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7/27/2023 2:54:29 AM
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