This weapon, an enormous, rectangular, one-sided claymore, seems to whisper to you, urging you to touch it. Despite being hundreds of years old, it is still as unblemished as the day it was forged. A paladin's Divine Sense or casting Detect Evil and Good will register that the weapon has, instead of an aura of good or evil, a negative aura, that seems to suck in light and energy. Inscribed upon its sides are ancient angular runes of no recognizable language. Upon investigating them, however, you are somehow able to understand that they read, "Justice." On one side of its hilt, in smaller runes of the same type, reads, "A tool for those strong enough to wield." On the other side, it reads "A tool for those wise enough to understand."
This item's damage die is 2d12 + 5 and its reach is 10ft (Ignore the stats listed in DnDBeyond)
This weapon requires attunement to wield. When attuned to it, you are unable to be separated from it by any means.
A strange power washes over you as you attune to this weapon; you gain +1 to your Wisdom and Strength Ability Scores when attuned to it.
As you wield this massive sword, it feels unnaturally light in your hands, especially considering its massive size. You are regarded as having proficiency in longswords while wielding this weapon.
When rolling to hit, roll 2d20 instead of 1d20. The average of the two rolls is the number used to determine if the attack hits or not. If either roll is a nat 20, the roll is immediately regarded as a critical hit and a 20, regardless of the result of the other dice. On a critical hit, roll 1d8 + your proficiency bonus; this number is added onto the damage of the attack. On a critical hit, your target is flung 5 ft away from you and knocked prone.
Enemies are considered as having a -1 Modifier to their AC when you attack them.
This is a cursed weapon; attuning to this weapon reveals to your character what the curse is.
When attuning to this weapon, roll an Arcana check (19 or higher to beat) and take 50 psychic damage. If you fail the Arcana check, or if the damage would kill you, take 20 psychic damage instead. Otherwise, you are successfully attuned to the weapon.
Drawing this weapon takes one whole action.
When drawing this weapon, you cannot sheathe it until it has killed a target or done a significant amount of damage (at your DM's discretion); doing so anyways will cause the wielder to take 5d10 psychic damage and be paralyzed for the next five rounds. If you have not fulfilled these requirements, you may choose to inflict 2d6 damage to yourself and forfeit your next turn to sheathe the blade. You are able to sense when it is safe to sheathe the weapon.
As an action, you may swing your weapon in three large, circular swings around you. You may move up to five feet before each swing. These attacks act as normal, hitting all targets in range around you. You must use this action as your first action and forfeit any extra attacks and bonus actions. Upon completing this action, until your next action you gain disadvantage on Dexterity saving throws and enemies have advantage on you when rolling to hit.
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: Bonus: Wisdom Score, Bonus: Strength Score, Disadvantage: Dexterity Saving Throws, Disadvantage: Attack Rolls Against You, Melee Weapon Attack: Slashing, Proficiency: Longsword, Bonus: Melee Reach, Bonus: Magic, Damage, Combat, Versatile, Sap
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/11/2024 5:11:54 AM
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3
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2
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alpha 1.0
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Coming Soon
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