Berserker Runesword of Winter (5e Equipment)

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Weapon (any sword), legendary (major) (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an extra 3d6 cold damage on a hit.

As a bonus action, you can cause the runes to glow, causing the sword to shed bright icy blue light to a range of 30 feet, and dim light for another 30 feet. You can deactivate this light using a bonus action.

In addition, while you are attuned to this weapon, you and all creatures of your choice within 10 feet of you have resistance to fire and cold damage.

Curse. This sword is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the sword is in your possession, you must succeed on a DC 20 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the sword. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you reduce your current target to 0 hit points. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.


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