Weapon (greatsword), artifact (requires attunement by a You spend 1 hour binding your soul together. )

When you attune to the weapon you gain the following benefits:

- You gain the breath weapon from yourself. You get grabbed and and raised at an enemy, You shoot a a 45ft Cone of either Lighting or Thunder Damage, The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d6 damage on a failed save, and half as much damage on a successful one. Each time you level up, the sword does 1d6 more damage each time your level, up to 20d6 Every long rest you gain this ability. Depending on the dragon in your body, you can combo a powerful breath attack that will cost and Action and Bonus Action to do so. 

- You can fly to anyone you wish, but you are always bound to fly towards the one controlling your body. You will not hurt creatures or buildings, You will find a way to get to who you wish to fly to, the person you fly to, has to consent. You can talk to whoever is holding you verbally or telepathically. You can talk to the dragon in your body within a mile, OR whoever the dragon hands the sword to.

- You can do 3 different attacks with the swords: 

Thunderous Wave: You're slammed into the ground, the following happens. A wave is shot out of you and this wave will travel 65ft in a circle around you. The effect and damage will vary depending on the distance of the creatures:
- Any creature within 5-10ft will take 6d8 Thunder Damage and has to make a CON Saving Throw with Disadvantage or be stunned and Deafened until the end of their turn.
- Any creature within 15-35ft will take 4d8 Thunder Damage and has to make a CON Saving Throw or be stunned and Deafened until the end of their turn.
- Any Creature within 40-65ft will take 2d8 Thunder Damage and has to make a CON Saving Throw with Advantage or be Deafened until the end of their turn.


Crackling Powerhouse: As a Action you channel the power of your storm and release it, You can attack shoot out a lightning blast up to 35ft, and hit up to a max of 20 times, doing 2d10 lighting damage. However, with each enemy hit whenever it bounces, your to hit will take a -1, up to a -20 to hit. You can choose which enemy it bounces to. It can bounce to the same enemy, but you have to hit another enemy, then bounce back. (Note, this is a projectile attack, so any benefits to you as a sword will not apply.)

Gurevich's Runway Theory: As a Bonus Action You ionize atoms around you, channeling your lightning and bending it as you please. You can do many things and can be very creative with this:
-You can target allies or enemies weapon, armor, or a anything made of metal (This does include items or structures around the map) and it would act as a Lightning Rod for 2 turns. Anytime anybody deal lighting damage to any enemy, the lightning will bounce and hit the Lightning Rod. If it's and enemy that has been effected, they will take half of the lightning damage. If the Lightning Rod is placed on an ally the lightning damage will bounce to the Rod, explode, and damage any creature within 5ft, they will take half of the lighting damage that was dealt. (This will not damage the main ally and only creatures around them) If the Lightning Rod is set to something on the map, the same thing will happen like you were applying it to an ally, but the explosion will be 15ft not 5ft.

-You can hit someone's weapon with your lightning and buff their weapon. They gain a +2 to hit and do a bonus 3d10 lightning damage for 2 turns, when they hit and enemy the lightning damage will bounce to 2 other enemies or 3 if there is a Lightning Rod up.

-You can electrify any bodies of water for 2 turns. Any time a creature enters it they will take 3d10 Lightning damage, If they move, every 5ft they will take 1d10 Lightning damage, and finally if they end their turn in the water they will take 3d10 Lightning damage 

-You can fill people up with static charge making them move faster. Up to 6 creatures of your choice will gain +15 Movement Speed and they can dash as a Bonus Action for 2 turns. At the end of the turns they will take 1d10 Lightning damage

-You can accelerate the atoms and the electric fields around someone, roll 3d10 and they get that as Temporary HP for 2 turns. Once that Temporary HP is gone or you drop the shield, they will explode with an electrifying blast, any creature caught in this 10ft explosion must make a CON saving throw or be stunned until the end of their next turn and take 3d10 Lightning Damage or half if they succeed. (This blast will not affect the shielded OR anyone with an active shield)

 

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, You spend 1 hour binding your soul together. , Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

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