Weapon (longsword), artifact (requires attunement)

A blade forged by a being not yet known to mankind, made from a concentration of will and magic. This weapon has a mind of their own and uses it to enact the will of its creator. Alignment was made to bring a balance to mankind, to ensure that they live on to bring a future only known to his creator. To bring this balance Alignment searches for the remnants of his creators works, to make himself more powerful, and to bring him closer to his true purpose.

When this magical weapon comes into contact with a dead humanoid they can extend their will into it like a vessel. This process reanimates the corpse and allows Alignment to integrate themselves into mankind. This allows Alignments true features to be utilized which are listed below.

  • Concentrated Mana - As magical resonance becomes stronger, the concentration of mana in the sword blade becomes even greater. Every _ magical resonance features achieved increases the modifier of the sword by +1.
  • Deny Access - You channel your will toward a magic item within 60ft of you. If that magic item is attuned to a creature, that creature must make an Intelligence saving throw determined by your spellcasting ability modifier. On a failure, the magic item unattunes itself from the creature. You can use this ability twice, and your uses are regained on a long rest.

When this weapon is attuned to any magical creation made by his creator, magical resonance occurs. This resonance boosts the magic power or both Alignment and the creation he comes into contact with, allowing to draw out additional features.

Magical Resonance Features:

  • Blade Resonance:
    • Mana Arch - Your melee attacks deal 1d6 extra lightning damage. On your turn, if you hit two targets with melee attacks who are within 30ft of each other, they become linked with electricity. If one of them moves further than 30ft from the other, they each take 3d6 lightning damage.
    • Rapid Cooling - Your melee attacks deal 1d6 extra cold damage. Once per turn, when you hit a creature with a melee attack, you may reduce their movement speed by 15 feet until the end of their next turn.
    • Scorching Mana - Your melee attacks deal 1d6 extra fire damage. Once per turn, when you hit a creature with a melee attack, you may apply a burn to them, which deals half the attack's damage at the end of their next turn.
    • Magebane -  When you hit a creature with a melee weapon attack, you may partially sever their connection to the weave until the end of their next turn. Whenever they cast a spell during this time, they suffer the attack's damage again and must pass a concentration save equal to 10 + half the attack's damage. On a failure, the spell fizzles and the spell slot is wasted. You may use this feature a number of times equal to your proficiency bonus, regaining spent uses on a long rest.
    • Time Dilation - When using the Attack action, you can make an additional attack, equivalent to having a higher rank of the Extra Attack feature
  • Armor Resonance:
    • Forced Landing - As a bonus action, you can target a creature that has a flight speed within 120ft of you. That creature has to pass a wisdom saving throw using your spell save dc. If the creature is a dragon, it makes this save with disadvantage. On a failed save, the creature loses its flight speed for 1 minute. It can repeat this save at the end of its turn, ending the effect on a success. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
    • Multivector Attack Matrix - When taking the attack action on your turn, you may choose to substitute one of the attacks to instead cast a cantrip, and your spellcasting ability is included in the cantrip's damage.
    • Arcane Algorithm (Artificer only) - Your Flash of Genius ability can now be used to boost power of your spells to make them harder to avoid. When casting a spell, you may use your reaction to give yourself a bonus to the attack roll or a give a single target a penalty to their saving throw. The bonus, or penalty, is equal to your intelligence modifier.

Full System Operational - Magebane and Time Dilation are automatically active. At the start of a turn, you may choose to have Ice, Fire, or Lightning active until the start of your next turn. Extra damage from those abilities becomes 2d6, and the extra damage from the triggered lightning ability becomes 6d6. This only triggers when the armor and weapon are fully and completely reunited, where there resonance gives Alignment complete control over their power.

Only one resonance can be used at one time for both the blade and the armor. To altar the magical resonance within themselves, Alignment must take a long rest.

 

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: Magic, Versatile, Sap

Previous Versions

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4/27/2024 9:46:20 PM
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