Weapon (greatsword), legendary (requires attunement)

This greatsword is strapped and buckled into its gold-filigreed sheath with three seals of floral wax. Not carelessly unsheathed, it requires an action by its attuned creature to break each seal. If 1 minute passes while one or more seals are broken and the sword hasn’t been unsheathed, all three seals reform.

When the first seal is broken, a soothing breeze emanates in a wave from the sword. Each willing creature of your choice within 30 feet of you regains 3d10+6 hit points.

When the second seal is broken, the breeze intensifies to a blasting gale. Each creature within 60 feet of you must make a DC 17 Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is pushed back 10 feet. A creature that succeeds on its save takes half as much damage and isn’t pushed.

When the third seal is broken, the wind emanating from the sword collects into it, and the sword is able to be removed from its sheath. The sword itself is made of gold, engraved with fractal designs of feathered wings. On the the blade shoulder, the Auran word for “homeward” is etched.

You have a +3 bonus to attack and damage rolls using this magic sword.

While wielding the sword, you have the effect of the warding wind spell and can’t be affected by wind-based effects unless you choose to be. Whenever you hit with an attack using this sword, that attack deals an additional 2d8 bludgeoning damage.

Additionally, the sword has 3 charges. You can use a charge as an action to cast your choice of the aura of vitality, control winds, or freedom of the winds spells. The sword regains 1 charge each day at dawn.

When you sheathe the sword, all three seals immediately reform. If the sword isn’t sheathed within 10 minutes after the end of a battle, the attunement ends and the sword magically teleports into its sheath.

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Bonus: Magic, Damage: Bludgeoning, Deafened, Healing, Control, Buff, Movement, Combat, Heavy, Two-Handed, Graze

Item Tags: Healing Control Buff Movement Combat

MilestoGo_24

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