Weapon (greatsword), artifact (requires attunement by a medium celestial or fiend with an intelligence of 12 or higher)

Forged by both Chronos and Chronepsis in case a mortal would ever need to wield it, ดาบแห่งกาลเวลาในตำนาน is an ancient sword with a blade of pink crystal and a white marble hilt. Inside of the blade, a pink liquid swirls around and is undisturbed by any external movement. Once attuned to the sword, you gain the following effects:

  • Your size changes to large. The size of all your equipment (including the sword) is adjusted to be  in this new size. When you unattune, you and your equipment revert back to normal size.
  • You and the sword shine with a pink tinted aura, shedding bright light for 40 feet and dim light for an additional 40 feet. if a creature within 10 feet of you looks at you, they must succeed on a dc20 constitution saving throw or become blinded until they look away.
  • Once per day, you can treat the sword as an arcane focus to cast the time stop spell.
  • If the attuned creature has 20 levels in any class, they can use their action to roll a d4. If they do, one of the following effects takes place according to what the creature rolled:
    1. A single creature that the creature can see within 60 feet of it rapidly begins to age. The creature must succeed on a DC 18 Constitution saving throw, suffering disadvantage on all d20 tests until it is targeted by remove curse or similar magic.
    2. A temporal well appears centered at a point the creature can see within 100 feet of it, creating a 50-foot-radius sphere of reversing time. Each creature in the sphere’s area must succeed a on DC 18 intelligence saving throw or be transported to the space it occupied at the beginning of its previous turn. If a creature remains in the sphere for another turn, it must continually reroll the saving throw until it either uses its action to leave the sphere or succeeds on the saving throw. The well disappears after 10 minutes, after every creature inside succeeds on the saving throw, or if the attuned creature dismisses it as a bonus action.
    3. Time briefly shatters and reassembles itself in a 60-foot radius around the attuned creature. Each creature in this area must succeed on a DC 18 Wisdom saving throw. On a failed save, a creature takes 40 (10d8) psychic damage and is transported to a space of the GM’s choice within the area. On a successful save, the creature takes half as much damage and isn’t transported.
    4. A weak version of a black hole appears within 50 feet of the attuned creature at a point of its choosing. Any creature within 30 feet of the black hole must succeed on a dc20 strength saving throw or be sucked into the black hole. A creature that ends its turn in the black hole takes 3d10 necrotic damage. The black hole lasts for 30 minutes or until the attuned creature dismisses it as a bonus action. A creature can also attempt to free themselves from the black hole by attempting a dc22 strength saving throw. on a successful save, the creature escapes from the black hole. On a failed save, the creature is pulled back into the black hole and takes 4d10 necrotic damage.

Additionally, 1 of 2 harmless effects takes place within 10 miles of the attuned user.

  1. Clocks and other timekeeping devices break down and begin to read time incorrectly. This can manifest as relatively stable readings, dials spinning wildly, or, in very rare cases, clocks spinning counter clockwise.
  2. Weather patterns within the radius are unnaturally slow and occasionally even grind to a halt for weeks at a time. Very rarely, the weather will act in reverse.

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: medium celestial or fiend with an intelligence of 12 or higher, Heavy, Two-Handed, Graze

ShinyAtol

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