Weapon (greatsword), artifact (requires attunement by a the one player who always complains they don't do enough damage)

A triple bladed abomination of a sword, who's potential damage output is so incredibly ridiculous, it's creation demanded counterbalancing its damage with unbelievably crippling disadvantages.  

Ridiculously Heavy. While holding or wielding this weapon, you have disadvantage on dexterity based checks and saving throws. Requires a DC 15 Athletics check to wield, which can be done as a bonus action or a movement action.

Impossibly Unwieldy. You have a -2 to attack and damage rolls made with this magic weapon. Every attack made this weapon is made at disadvantage, a disadvantage which cannot be removed in any way.

Overpowered. You have a +30 to damage rolls (+28 when subtracting the -2 "Impossibly Unwieldy" bane). On a nat 20, this weapon deals an additional 20d10 necrotic damage, and you regain that many hit points.

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: Bonus: Magic, Damage: Slashing, Disadvantage: Dexterity Ability Checks, Disadvantage: Dexterity Saving Throws, the one player who always complains they don't do enough damage, Heavy, Two-Handed, Graze

Xenodor

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