Long have crusaders of old prayed for the Gods to weaponize their faith against befoulers of the sacred arts of magic. Long have the common folk bore witness to heinous acts committed by so-called magicians and masters of the mystic arts. And long have the outriders of the wilderness been plagued by great cataclysms caused by selfish gain and the pursuit of goals that pervert the natural order. Long ago, these wails were answered. Forged at the precipice of an elemental font on the verge of becoming unstable, the sword now known as Witch Hunter has but one purpose; To rain down oblivion on wielders of magic, good and evil will fall before this sword as easy as leaves fall in autumn.
A Pale Visage, Dawn of the Hunt
This sword is embedded with a starlight sapphire in the hilt, and a sunstone ruby in the pommel. The blade seems to reflect light in a way that dyes the blade a lighter blue in the center and progresses to darker hues around the edge. The blade has the power to bend and contort the weave around it, assaulting the magic of others while retaining its own. The weapon gives a + 3 bonus to attack and damage die. While within 100 feet of a source of magic or spell or magical effect, the ruby glows brightly. The attuned creature may stroke the surface of the sapphire twice. This motion will put the sapphire under the effect of the Light spell until dispelled by a single stroke.
Fire With Fire
The weapon has 15 charges. As an action, the attuned creature may expend 2 charges to cast a 3rd level counterspell, provided the conditions for the spell are available. As an action, the attuned creature may spend 5 charges and an action to cast anti-magic field centered on the sword. The sword must be within 50 feet of the attuned creature and they must speak its command word when casting either of these spells. The sword is unaffected by its own anti-magic field.
Let the Hunt Begin
As an action, the attuned creature may spend 5 charges to launch the blade through flight at a creature they can see within a range of 100 feet. In it's travel, the blade envelops itself in a magical aura, allowing it to pierce all non magical barriers excluding Adimantium, and Lead. Magical barriers are pierced by the blade if an additional charge is spent at the time the sword is launched, but before the sword leaves the attuned creatures grasp. On reaching its target, it must succeed on a Dexterity saving throw with DC equal to the attuned creatures highest ability score modifier + 15. On a fail, if the target has less than 20 AC, the target is decapitated. If this would destroy the physical body of the target, their soul is sealed within the sword and is resotred 1d4 charges. The blade hovers over the corpse of its target after these decapitations. On a fail, if the target has greater than 20 AC, the target is dealt damage equal to 10 x the number of charges left in the blade and the blade embeds itself in the target. If this would kill the targets physical body, its soul is destroyed. On a success, the blade misses its target and is embedded in the ground 10 feet from them in the direction it last travelled to reach the creature.
Harkon to Me
If the sword is within 60 to 100 feet of the attuned creature, they may expend half of any remaining charges in the sword and speak its command word to summon the sword to the attuned creature through flight. The blade takes the most direct path to them and will break weaker barriers if available, such as glass, straw, thin wood, and fabrics. The sword will not respond if any amount of lead is covering the blade or the attuned creatures entire self.
The sword regains 1d6 charges + 1 charges at dawn. The sword is immune to the Disintegrate spell, and cannot be destroyed by non-magical means.
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: Fighter, Barbarian, Paladin, Ranger, Wizard (Bladesinger), Cleric (War Domain), Versatile, Sap
Previous Versions
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11/15/2024 3:43:54 AM
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