Excalibur (5e Equipment)
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Weapon (longsword), artifact (requires attunement by a creature fated by the gods and is good aligned) This holy sword was the sword of an ancient king, gifted to him by a celestial of great power. People thought this blade was a legend. They were wrong. They have forgotten that there were many kings that have wielded this blade. There are few who know of this blade, mostly those who want to use it for their own reasons and do very cruel things (e.g., over tax, take other people's women, kill those who annoy them, etc.). The blade is golden in the hands of those who are of good alignment. Dormant. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Once on your turn, when you hit with an attack made using Excalibur, you can cause the target to take 2d6 radiant damage. If the target is a fey, fiend, or undead, it takes 4d6 radiant damage instead. Awakened. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and the sword's property now deals 4d6 radiant damage, increased to 6d6 against fey, fiends and undead. Leader's Charge. As a reaction, when you or an ally within 60 feet of you makes a saving throw against the charmed or frightened condition, it makes that save with advantage and gains 25 temporary hit points. Exalted. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and the sword's property now deals 6d6 radiant damage, increased to 8d6 against fey, fiends and undead. Call of the King. As an action, you can raise Excalibur high and call forth the spirits of six loyal knights. The called knights appear in unoccupied spaces within 60 feet of you, use the knight statistics, and disappear after 3 hours or when they are reduced to 0 hit points. Excalibur can't be used this way again until the next dawn. |
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