Weapon (greatsword), artifact (requires attunement by a )

Forged from the shards of a fallen god's soul. Different shards have different elemental effects. Shard Swords typically contain one Apocalyptic Shard but can absorb the power form other Apocalyptic Shards or non-attune to Apocalyptic Shard Swords of a different type. Attuning to any Apocalyptic Shard Sword gives the user the Druidcraft cantrip and a boost to damage depending on its rarity above rare. An Apocalyptic Shard Sword's rarity depends on how many Apocalyptic Shards the sword has. Different Apocalyptic shards give the sword different abilities. Each shard gives an offensive ability, an AOE ability, and a passive ability, if the sword has multiple shards the abilities can be switched with each other over a short or long rest. Passive abilities can be switched at any time out of combat. The abilities can be used with charges and once per round of combat. The number of charges the sword has depends on its rarity. Charges are regained at a long rest or when a when an elemental of a same type of a shard within the sword is killed with the Apocalyptic Shard Sword. 

Uncommon = 1 Shard, 3 charges 1d4

Rare = 2 Shards, +1 to attack rolls and damage, 4 charges, 1d4 + 1

Very Rare = 4 Shards, +2 to attack rolls and damage, 5 charges 1d4 + 2, Gives a resistance to the current damage 

Legendary = 8 Shards, +3 to attack rolls and damage, 6 charges 1d4 + 3, Gives a resistance to the current damage

Artifact = 16 Shards, +3 to attack rolls and damage, 7 charges 1d4 + 4, Gives a resistance to the current damage

Shards of Ruin. There are 16 Shards that can be within the Apocalyptic Shard Sword. Abilities that require a DC saving throw, the DC is 8 + Proficiency Bonus + the user's Strength or Dexterity Modifier  

Vortex Shard. 

Blowing Winds (Passive). A light breeze gets blown out from the sword; in combat the Apocalyptic Shard Sword deals an extra 1d6 Slashing Damage when this passive ability is active.

Iron Wind Strike (1 Charge). (This is an action) The user can choose two creatures it can see within 20 feet to make a "melee" attack against. On a hit the target takes 2d10 + Strength or Dexterity Modifier slashing damage. On a hit or miss the user can be blown over to an unoccupied space within 5 ft of a target. 

Twister (3 Charges). (This is an action) A swirling vortex forms from the Apocalyptic Shard Sword and surrounds the user, all creatures and objects are either pull towards or pushed away from the user. All creatures within a 20 ft radius must make a Strength saving throw. On a failed save the creature is thrown back away from or sucked towards the user by 20 ft and knocked prone, or 10 ft on a successful save and not knocked prone. 

 Quake Shard.

Endless Sand (Passive). The Apocalyptic Shard Sword can pour out endless sand and the mold earth cantrip, in combat the Apocalyptic Shard Sword deals an extra 1d6 Bludgeoning Damage when this passive ability is active.

Rocks, actual rocks (1 Charge). (This is an action) Rocks fly out form the sword, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 4d6 + Strength or Dexterity Modifier Bludgeoning Damage, or half as much on a successful save. 

Shatter the Earth (3 Charge). (This is an action) The user stabs the earth causing a small earthquake. All creatures in a 30 ft radius, beside the user, must succeed on a Dexterity Saving throw or be knocked prone and require another Dexterity Saving throw. The area with the 30 ft radius becomes difficult terrain. 

Overgrowth Shard. 

Flowering Harvest (Passive). The Apocalyptic Shard Sword grows flowers, fruits, and vegetables on its blade, in combat the Apocalyptic Shard Sword deals an extra 1d6 Piercing Damage when this passive ability is active.

Impaling Thorn (1 Charge). (This is an action) Vines grow out form the Apocalyptic Shard Sword and impaling a single target and leaving a thorny vine with them. The user makes a target they can see with in 15 ft make a dexterity saving throw. On a failed save the target takes 3d10 + Strength or Dexterity Modifier piercing damage and an additional 1d6 piercing damage at the end of every one of the targets turns until they spend an action to pull it out. On a successful save the target takes half damage and is not impaled by a vine.  

A-Pollination (3 Charge). (This is an action) The users stab the Apocalyptic Shard Sword into the ground, the user can then choose somewhere within 60 feet that they can see and cause an overgrowth of flowers or mushrooms to spout form the ground and release pollen or spores. The user creates a 40-foot-radius sphere of pollen or spores centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts until a wind of moderate or greater speed (at least 10 miles per hour) disperses it or 1 hour.

Burning Shard.

Ever-Burn (Passive). The Apocalyptic Shard Sword emits a constant flame covering its blade, the fire only ignites flammable objects when the users want the flame to ignite objects that are not being worn or carried and emits 20-feet of bright light and additional 20-feet of dim light. In combat the Apocalyptic Shard Sword deals an extra 1d6 Fire Damage when this passive ability is active.

Wave of Flame (1 Charge). The user swings the Apocalyptic Shard Sword releasing a wave of flame, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 4d6 + Strength or Dexterity Modifier Fire Damage, or half as much on a successful save.

Drought (3 Charge). The user stabs the ground and causes a drought and possible wildfire. The user can choose a spot within 60 feet and center a 10-foot radius, 40-feet tall beam of heat on it for 10 minutes, until the effect ends the area is filled with bright light. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in flames that cause searing pain, and it must make a Constitution saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Corrosive Shard.

Acid Spray (Passive). The Apocalyptic Shard Sword can spray a thin stream of either deadly acid or citric acid. In combat the Apocalyptic Shard Sword deals an extra1d6 Acid Damage when this passive ability is active.

Acid Spill (1 Charge). The user swings the Apocalyptic Shard Sword releasing a wave of acid, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier Acid Damage, or half as much on a successful save. Acid remains in area for 2 minutes after the attack dealing 1d6 acid damage to anyone ends their turn in the area. 

Acid Rain (3 Charge). The user stabs the ground and causes an acid rain cloud to form. The user can choose a spot within 60 feet and center a 20-foot radius, 5,000-feet tall beam of acid rain on it for 1 minutes, until the effect ends the area is filled with dim light and is difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is covered in acid that cause searing pain, and it must make a Constitution saving throw. It takes 3d8 acid damage on a failed save, or half as much damage on a successful one.

 Freezing Shard. 

Ice Cold (Passive). The Apocalyptic Shard Sword becomes ice cold, making whatever touches it colder, the sword can also produce an icy wind. In combat the Apocalyptic Shard Sword deals an extra 1d6 Cold Damage when this passive ability is active.

Blizzard (1 Charge). (This is an action) A strong icy wind blows out form the Apocalyptic Shard Sword, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier Cold Damage and have their speed reduced by half, or half as much on a successful save and no speed reduction.

Flash Freeze (3 Charge). (This is an action) Subzero wind and water come from the Apocalyptic Shard Sword and forms a sphere around a 20-foot radius, all creatures within the radius must succeed on three out of five constitution saving throws or be petrified in ice but have a vulnerability to all damage for a minute or take at least 10 damage in one attack and be knocked prone once they become unpetrified. The ground with the area becomes covered in slippery ice, anyone who steps foot on it must succeed on a dexterity saving throw or be knocked prone and slide until they hit something. 

Gravity Shard.

Lighten/Densen (Passive). The Apocalyptic Shard Sword becomes either incredibility dense or incredibility light, allowing the user to hover 5ft of the ground. In combat the Apocalyptic Shard Sword deals an extra 1d6 Force Damage when this passive ability is active.

Wave of Force (1 Charge). (This is an action) The user conjures up a wave of force from the Apocalyptic Shard Sword that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 + Strength or Dexterity Modifier force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Black Hole (3 Charge). (This is an action) The user chooses an area within 90 feet that it can see to create a Black Hole. The Black hole pulls all creatures within a 20-foot radius towards it by 30 feet, if they fail a Strength saving throw, or half as much on successful save. On one of the user's following turns, they can dentate the Black Hole dealing 8d6 + an additional 1d6 force damage per rounds active to all creatures within a 30-foot radius that fail on a dexterity saving throw, half as much on successful one. Creatures within a 5-foot radius of the black hole automatically fail. 

Lightning Shard. 

Shocking (Passive). The Apocalyptic Shard Sword has a constant electric surge that power objects or give light shock to creatures. In combat the Apocalyptic Shard Sword deals an extra 1d6 Lightning Damage when this passive ability is active.

 Lightning Bolts (1 Charge). (This is an action) The user fires three lightning bolts out of the Apocalyptic Shard Sword. The user chooses three creatures it can see within 100 feet to make a dexterity saving throw on a failed save each creature takes 3d6 + Strength or Dexterity Modifier lightning damage or half on a successful save. 

Lightning Stike (3 Charge). (This is an action) The user call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud (30-ft radius). A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

 Plagued Shard.

Rot (Passive). Any organic substance that touches the blade of the Apocalyptic Shard Sword begins to rot. In combat the Apocalyptic Shard Sword deals an extra 1d6 Necrotic Damage when this passive ability is active.

 Infestation (1 Charge). (This is an action) Infected Insects crawl and fly fourth from the blade of the Apocalyptic Shard Sword, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 4d6 + Strength or Dexterity Modifier Necrotic Damage, or half as much on a successful save.

Rotting Blood (3 Charge). (This is an action) A mist of red and black pours forth forms the blade infecting those who breath it in with Blood Rot. All creatures the user chooses within a 30-foot radius centered on the user must make a constitution saving throw. On a failed saved the target is infected with the Blood Rot condition that can only Lesser Restoration or a spell of similar effect, on a successful save the target can be cured of Blood Rot by a Lesser Restoration or a spell of similar effect, greater healing potion, or a long rest. Creature who are immune to disease are unaffected by Blood Rot.

Blood Rot (Condition). All healing, whether it be natural or magical, is halved until the creature is the target of a Lesser Restoration or a spell of similar effect. Creature who are immune to disease are immune to Blood Rot. 

 Toxic Shard.

Venom (Passive). A weak poison pools from the blade, ingesting the poison will make a person sick, in combat the Apocalyptic Shard Sword deals an extra 1d6 Poison Damage when this passive ability is active.

Irradiation (1 Charge). (This is an action) A beam of radiation comes from the blade of the Apocalyptic Shard Sword, all enemies in a 30-foot line must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier poison Damage and be poisoned until they succeed on a constitution saving throw, or half as much on a successful save and not poisoned.

Gas Burst (3 Charge). (This is an action) The user stabs the ground and releases a cloud of poison gas. The user chooses a point within 60 feet that they can see that point become the center of a 20-foot radius cloud, this cloud spreads around corners and last for 15 minutes. All creatures that enter the radius or there turn in the radius must succeed constitution saving throw or be Poisoned, Stunned, Blinded, and Deafened, this hits through immunity. A creature who is immune to one these conditions have advantage on the saving throw.

Solar Flare Shard. 

Bright (Passive). The blade of the Apocalyptic Shard Sword emits 20-feet of bright light and additional 20-feet of dim light, the color of the light is chosen by the user. In combat the Apocalyptic Shard Sword deals an extra 1d6 Radiant Damage when this passive ability is active.

Solar Flare (1 Charge). (This is an action) A beam of light comes from the blade of the Apocalyptic Shard Sword, all enemies in a 30-foot line must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier Radiant Damage and be Blinded until they succeed on a constitution saving throw, or half as much on a successful save and not Blinded.

Let There Be Light (3 Charge). (This is an action) For 1d4 hours a 60-foot-radius sphere of light spreads out from the Apocalyptic Shard Sword. The sphere is bright light, and sheds dim light for an additional 60 feet. This light destroys magical darkness that enters the bright light radius.

Mind Fracture Shard. 

Telekinesis (Passive). The Apocalyptic Shard Sword can lift objects under 5 lb in a range of 60 feet. In combat the Apocalyptic Shard Sword deals an extra 1d6 Psychic Damage when this passive ability is active.

Mind Probe (1 Charge). (This is an action) Psychic tentacles grow out form the Apocalyptic Shard Sword and impaling a single target and leaving a psychic scar within them. The user makes a target they can see with in 15 ft make an Intelligent saving throw. On a failed save the target takes 3d12 + Strength or Dexterity Modifier Psychic damage and an additional 1d6 Psychic damage at the end of every one of the targets turns until they spend an action to flush it out. On a successful save the target takes half damage and is not scared. 

Brain Break (3 Charge). (This is an action) The user reaches into the mind of one creature they can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe for 1 minute, regarding all creatures it can see as enemies until the effect ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

 Sound Burst Shard.

Music (Passive). The Apocalyptic Shard Sword plays music that the user has heard from its blade. In combat the Apocalyptic Shard Sword deals an extra 1d6 Thunder Damage when this passive ability is active. 

Sound Wave (1 Charge). (This is an action) A booming sound comes from the blade of the Apocalyptic Shard Sword, all enemies in 15-foot cone must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier Thunder Damage and become deafened, or half as much on a successful save and not become deafen.

Ear Shatter (3 Charge). (This is an action) A sudden loud ringing noise, painfully intense, erupts from the Apocalyptic Shard Sword. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the attacks area.

Drowned Shard

 Down Pour (Passive). The Apocalyptic Shard Sword can pour an endless amount of fresh or salt water from its blade. In combat the Apocalyptic Shard Sword deals an extra 1d6 (1/2 Force and 1/2 Bludgeoning, rounded up) Damage when this passive ability is active. 

Tidal Wave (1 Charge). (This is an action) The user conjures up a wave of water from the Apocalyptic Shard Sword that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 (1/2 Force and 1/2 Bludgeoning, rounded up) damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Whirlpool (3 Charge).  (This is an action) The user conjures a swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range (60-feet). The point must be on the ground or in a body of water. Until the effect ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 3d6 (1/2 Force and 1/2 Bludgeoning, rounded up) damage and be pulled 10 feet toward the center. 

Shadow Shard.

 Spook (Passive). A light fog pours out of the sword. In combat the Apocalyptic Shard Sword deals an extra 1d6 (1/2 Cold and 1/2 Psychic, rounded up) Damage when this passive ability is active. 

 Horror Beam (1 Charge). (This is an action) A beam of darkness comes from the blade of the Apocalyptic Shard Sword, all enemies in a 30-foot line must make a Dexterity saving throw. On a failed saved 3d6 + Strength or Dexterity Modifier (1/2 Cold and 1/2 Psychic, rounded up) Damage and be Frighten until they succeed on a Wisdom saving throw, or half as much on a successful save and not Frighten.

Endless Night (3 Charge). (This is an action) For 1d4 hours a 30-foot-radius sphere of Magical Darkness spreads out from the Apocalyptic Shard Sword. The Darkness spreads around corners. A creature with Darkvision cannot see through the darkness. An additional 30 feet of normal darkness also spreads from the radius. The user can also see through magical darkness for 5 feet. 

 Impact Shard.

Shooting Star. (Passive). The user can summon a shooting star to fly by. In combat the Apocalyptic Shard Sword deals an extra 1d6 (1/2 Force and Thunder, rounded up) Damage when this passive ability is active. 

Impact (1 Charge). (This is an action) The user can choose two creatures it can see within 20 feet to make a "melee" attack against. On a hit the target takes 2d10 + Strength or Dexterity Modifier (1/2 Force and Thunder, rounded up) damage. On a hit or miss the user can be launched over to an unoccupied space within 5 ft of a target. 

Meatier Stike (5 Charges). (This is 3 turns).  At the end of the user's turn, they disappear for the next turn after and appears on the turn after that. Upon the third turn the fall from the sky dealing massive damage. The user targets a creature it can see that creature becomes the center of the 30-foot radius, all creatures within the radius makes a dexterity saving throw, taking 10d6 Force damage and 10d6 Thunder Damage, or half as much on a successful save. After this attack the user gains two levels of exhaustion. 

 

 

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: Language: Druidic, , Heavy, Two-Handed, Graze

BruceMark

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