Weapon (longsword), artifact (requires attunement)

Power of Excalibur

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 3d6 damage of the weapon’s type.

Adds +2 Dexterity to wielder. 

Deals additional damage equal to 25% of the wielder's HP. 

Power of The Blue

The blade has three slots to store essence from certain powerful sources. Each essence corresponds to a certain energy type (fire, lightning, radiant, etc). These can also be magical sources, corresponding to an enemy or other sources. 

Once per short rest, use a free action to select a stored essence to empower your weapon. Your melee and damaging cantrip attacks gain that energy type and deal an additional d6 damage. You also gain resistance to that same energy type. Both effects last until the end of combat.

By default, the it contains no essence. Additional sources may come from defeating powerful monsters, discovering exotic magic, or interacting with weird sources. To empty one of the three slots, the wielder can choose to evict a stored essences as part of the empowerment.

Power of Monster Carnival

Beginning at 1st level, you can inspire others through performing with monstrous magics. To do so, you use a bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can see and hear you. That creature gains one Carnevallian Inspiration die, a d8.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attackroll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Carnevallian Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Carnevallian Inspiration die is rolled, it is lost. A creature can have only one Cornevallian Inspiration die at a time.


You can use this feature a number of times equal to half your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

"Knights of Round"

When the world lies in chaos, this blade appears before the one meant to wield it. Wield its power in the name of honor. 

This masterwork artifact blade contains a sentience of sorts that is molded by previous wielders. At present it is most influenced by the spirit of Kilhwch, a Hume who wielded it in defense of the innoect during the Crystal War. The last known wielder was Curilla V Mecru, the leader of the Temple Knights of San d'Oria. This version of the blade has been claimed, merged, and morphed with a Blue Blade from another world. It has taken on new qualities to better serve a Blue Mage.

 

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: Damage: Additional, Bonus: Dexterity Score, Damage: Slashing, Bonus: Melee Weapon Attacks, Bonus: Spell Attacks, Damage, Combat, Versatile, Sap

Previous Versions

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Item Tags: Damage Combat

Waynethegoblin

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