Forged from the temporary alliance of two rival master craftsman, a dwarf and a duergar, each using proprietary materials and techniques to aid in its construction, Balance is the sword of fate. Ever unwavering in its neutrality, Balance serves only those that care not for evil nor good, only purpose. Legends say that it has served to spill the blood of the greatest heroes and the most foul villains, wielded by those that would use its blade to carve their place in history. As such, its power has grown over time, becoming the legendary weapon that it now is.
Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Antithesis. Attacks with this weapon deal extra damage of a predetermined type depending on the target's alignment. If the target is of evil alignment, Balance deals an extra 2d6 radiant damage. If the target is of good alignment, Balance deals an extra 2d6 necrotic damage. If the target is of neither good nor evil alignment, Balance deals an extra 1d6 radiant and 1d6 necrotic damage.
Unwavering Neutrality. Once per day, you may use an action to cast the dispel evil and good spell, requiring no material components or concentration. The saving throw DC for this spell is 19.
Unity. While this weapon is visible, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks made to interact with creatures that can see it.
Equilibrium. When you attune to this weapon for the first time, and after any long rest, choose two rows from the table below. You gain resistance to a damage type and vulnerability to another based on your choices, as shown, for as long as your remain attuned to the weapon. If you choose two opposing forces, like Cold and Fire, the effects counterbalance each other and you gain no vulnerabilities or resistances.
| Resistance | Vulnerability |
| Acid | Poison |
| Cold | Fire |
| Fire | Cold |
| Lightning | Thunder |
| Necrotic | Radiant |
| Poison | Acid |
| Radiant | Necrotic |
| Thunder | Lightning |
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: Radiant, Damage: Necrotic, Resistance: All, Vulnerability: All, Advantage: Persuasion, Advantage: Intimidation, creature of neutral alignment, Heavy, Two-Handed, Graze
Previous Versions
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7/2/2017 2:28:48 PM
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Coming Soon
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