Weapon (shortsword), rare

Base Attack: 1d8+2 piercing

Shard attack: 1d4 piercing, for each shard

Abilities: 

Can shatter on command. And can reforge on command. 

You can recall the shards up to 120ft away. You can "throw" the shards up to 80ft away.

When shattered, 2-5 pieces (roll 1d4. 1, 2 pieces. 2, 3 pieces, etc.) of the sword come apart and can be commanded where to go by the weilder. Each shard does 1d4 piercing.

Can absorb level 4 spells or lower. The sword keeps that spell for either 2 hours or when the sword is used to attack. When attacking, the sword releases a weaker version of that spell. Roll sword attack dice and spell attack die separately, for the spell -5 from the roll. Than add them together. When the spell is in the sword shards, samething but -7 from the spell roll. When the 2 hours come up and you have a spell in the sword, the spell disperses, not doing/creating/destroying anything. 

The sword can absorbed one spell at a time. You can not absorb a spell if you have a different spell in the sword already. Can you absorb the same spell you already absorbed. Ex: If the sword has fireball, you can absorb fireball, but not other spells until fireball is gone. Absorbing the same spell doesn't make it stronger.

Absorb Shattering:

The higher the spell level the more likely for the sword to shatter.

When you absorb a spell, roll for the sword to shatter. Roll a d20, if you get a 17 or higher the sword shatters.

If you absorb a spell add the number corresponding to the level. Cantrip, +0. Lvl 1, +2. Lvl 2, +3. Lvl 3, +4. Lvl 4, +5.    Ex: Absorbed lvl 3, roll d20+4.

When the sword shatters while trying to absorb it. You get hit with the spell and 2 shards of the sword.

Roll a dexterity saving throw to not get hit, but subtract 3 from the roll.

When failed to absorb a spell, you can not absorb any spells for 2 hours. And your sword doesn't reforge for 2 hours. Your base sword attack changes from 1d8+2, to 1d8. And you can't throw shards. After the 2 hours are up, you can absorb spells, reform/shatter your sword again, and your attack back to 1d8+2.

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: Cost: 75 gp, Damage, Control, Combat, Finesse, Light, Vex

Item Tags: Damage Control Combat

Eddshammer

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