Weapon (greatsword), legendary (requires attunement by a humanoid creature)

This sword has some ancient design patterns of unknown smiting technique. Blade has small opal gem in guard and hard stone-like crystal as pommel. Blade itself glitters in blue hue in light. Design has some hard to see unique details, small fullers and such, which leads for quite fearsome power - its sharpness and vile edge enchanted with magical properties, lead to terrible wounds. Inside hilt of blade are hidden runes of Netherese writing, which bears its true name  of blade - Jeheran.

It is unknown, where sword was found, but some loremasters believe it was uncovered in deserts of Anaouroch. It is believed, that it was produced in such ancient times, even before first mythallar was created.

Yaaragar is name given by elves, which means "Ancient Blood".

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

When attuned, wielder have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. If target has immunity by any means to slashing damage, Yaaragar treats it as resistance.

When attuned, Yaaragar becomes almost weightless for attuned creature to carry (counts as 1lbs), but it's still same weight for all other means.

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: Necrotic, Bonus: Magic, humanoid creature, Damage, Debuff, Combat, Heavy, Two-Handed, Graze

Previous Versions

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2/17/2018 10:01:27 AM
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3/10/2018 11:19:28 AM
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Item Tags: Damage Debuff Combat

Anderty

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