The sword of the Sanctified Angel Yerzondalia, left in the ground after the Decimation Event of the Great War, when the Angel struck down the demon Ankronn at the site currently known as Crater City.
The sword is silver with flowing angelic script appearing and disappearing along the blades length. The script is always the same three words: Truth, Trust, Light.
A fragment of the Angels consciousness remains in the sword, and can be prompted to converse with the sword bearer. Be aware, the sword knows when one tells a lie…
You have a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, the sword deals an extra 4d6 radiant damage to undead, fey, and fiends.
The sword contains 4 charges that can be expended to perform any of the below abilities:
The Right Tool: On your turn, you may expend 1 charge to transform the sword into any weapon you have proficiency with. The sword remains in this form until transformed again, or a long rest is taken.
Blinding Light: On your turn, you may expend 1 charge to cause the sword to burst into brilliant white light. Target creatures within a 30 foot radius must make a DC 16 CON saving throw or be blinded for 1 minute. Creatures can attempt the saving throw again at the end of each of their turns.
To The Rescue: On your turn, you may expend 1 charge to move up to half your movement speed towards any target creature that is currently engaged in combat with an ally.
Truth Above All: You may expend 1 charge to use the Zone of Truth spell in a 30 foot radius, DC 18 WIS saving throw.
Angel’s Fury: On your turn, you may expend 4 charges to allow the Angels fragment to possess your body for 4 rounds. You gain the Sanctified Angel’s stats, and retain all your abilities while gaining the Angels abilities. At the end of 4 rounds, you must make a DC 14 Luck Roll. On a save, you return to normal at half your total health points. On a fail, you fall unconscious and begin making Death Saving Throws.
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Damage: Radiant, Damage: Piercing, Must carry the weapon on your person for at least 48 hours, Damage, Combat, Finesse, Light, Vex
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