Weapon (longsword), uncommon (requires attunement)

An armblade is a magic weapon that attaches to & replaces your arm, becoming a robotic magical limb of wood and metal, inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

This is a techomagic built alien tech that needs a energy cell to be powered to be used as a sword. It comes in 5 models, Great, Long, Short, Slash, & Dex.

In darkness, this laser blade made of moonlight is creating bright light in a 15-foot radius and dim light for an additional 15 feet. Also this light counts as natural moonlight. The weapon comes with an Overcharge feature that deals bonus damage of either the power charge's exotic power type or bonus damage of the weapon's normal damage type. It has three overcharges per energy cell/power charge. Sometimes the Techoblade still has a few minutes of power when it's spent it's three overcharge charges, but that's up to the whims of the DM.

Overcharge. As a bonus action, you can cause the power charge or energy cell to exert maximum power. Your next attack deals additional damage equal to an amount shown on the Charge Potency Table. Using the overcharge property of an invention causes the power charge to lose power and become unusable. A wondrous item that has the overcharge property functions differently from a weapon with the overcharge property.

Charge Potency
1st = 2d6
2nd = 2d6
3rd = 3d6
4th = 3d6
5th = 3d6
6th = 4d6
7th = 4d6
8th = 4d6
9th = 4d6
10th = 4d6
11th = 5d6
12th = 5d6
13th = 5d6
14th = 5d6
15th = 5d6
16th = 6d6
17th = 6d6
18th = 6d6
19th = 6d6
20th = 7d6

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: Damage, Combat, Versatile, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2023 2:06:04 AM
2
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Item Tags: Damage Combat

Xel_Unknown

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