Weapon (greatsword), legendary (requires attunement by a If not Attuned - If blood of a person comes into contact with the sword the sword will forcibly attune.)

The blade emanates an eerie aura, its surface resembling dried blood, with a haunting mix of pale red and brown stains. Its wide blade, devoid of a traditional sharp edge, suggests it was not crafted for precision but rather for unrestrained, wild swings. Holding it, one can almost feel a primal urge stirring within, as if the weapon itself yearns to be unleashed in frenzied combat.

The legends shrouding this blade have faded into obscurity, mirroring the forgotten might it once commanded. Its true power lies dormant, awaiting the restorative touch of blood. Only through the sacrificial offering of blood, pure and plentiful, can its ancient strength be rekindled. Yet, such offerings must be of the highest quality and quantity, for this blade hungers not just for blood, but for the essence of life itself.

DM decides when blood is sufficient to unseal a lock.

Locks seal again if blood is not shed for 5d12 days, number of days decrease by 1d12 for escalation of locks example: locked I = 5d12 days. locked II = 4d12 days.
on locked VI it must become 1d4 days. if at any point the designated days pass without this weapon shedding blood all locks are sealed again.

Deals 2d6 +2 slashing damage

Locked I : +1 to hit attacks count as magical for the purpose of overcoming resistances.
Locked II : Heals user for 1d6+2 healing on critical hits.
Locked IIV : +1 to hit (+2 to hit total) and causes bleeding effect. deals 1d4 undefined damage to user each time upon use.
Locked IV : Deals an additional 1d6 damage (3d6+2 total slashing damage) on hit. damage to user is changed to 1d6 each time upon use.
Locked V : Succeed a DC 16 wisdom save or be possessed by the spirit of bloodlust on each attack. Save can be repeated at the end of each turn. all attacks landed by the spirit of bloodlust heal the user for 1d6.
Locked VI : Succeed a DC 18 wisdom save or be possessed by the spirit of bloodlust on each attack. Save can be repeated at the end of each turn. gains +1 to hit (+3 to hit total) gains +2 damage (3d6 +4 total damage) critical hits gain an additional 1d6 damage (7d6 +4 total critical damage).

 

Bleeding: for the next 30 seconds target takes 1/8 total damage taken by Rust Blood at the end of each of his turns, target my use his action to stop bleeding for that turn.
Spirit of bloodlust possession: user enters a state of frenzy attacking anything nearby, user prioritizes targets with blood and then the closest target. user does not take undefined damage when possessed by the spirit of bloodlust.

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: Damage: Slashing, If not Attuned - If blood of a person comes into contact with the sword the sword will forcibly attune., Heavy, Two-Handed, Graze

Minniebeast

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