Fiendfeller (5e Equipment)

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Fiendfeller

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Fiendfeller N/A (common (+2), uncommon (+3), rare (+4), very rare (+5)) 2d8 slashing 125 lb. Reach, Heavy, Versatile, Thrown, Oversized

Depending on its rarity, you gain a bonus to attack and damage rolls made with this greatsword, utilizing your Strenght for attack and damage rolls with it. On hit, this weapon does an additional 2d8 Bludgeoning damage due to its sheer weight when swung.

This weapon may get additional properties when upgraded.

Inhuman Strenght. Those attuned to the Fiendfeller with at least 18 Strenght no longer swing this oversized greatsword with disadvantage

Cyclone. As an action, All creatures within a 10ft radius of the wielder must make a DC 17 Dexterity saving throw or suffer 4d8 slashing damage. In a destructive spiral of carnage, the wielder spins, using the weight of their weapon to aid in the momentum of attacking multiple enemies. This can only be used a number of times equal to your Strenght modifier, regaining use at the end of a long rest.

Full-Frontal Assault. As your action on your turn, you may coil your body up like a spring, leaping towards any spot within 30ft that you can see. The character front flips forward with their heavy blade, making an acrobatics check (DC 14). On a success, the wielder leaps towards an enemy and slams their blade down onto any enemy(s) within 10ft of their landing spot, dealing 4d8 bludgeoning damage. On a failed acrobatics roll, the wielder plummets to the floor and is considered prone until the end of their next turn. Enemies can make a DC 17 Dexterity saving throw and take no damage on a success. This can only be used a number of times equal to the wielders Strenght modifier, regaining use at the end of a long rest.

Hell's Lamb. The Fiendfeller alerts the user whenever any ecliptic creature is within 30ft. of the wielder. The alert for this is a sharp pain emanating from the brain. Causing the wielder to being prone to going berserk. Roll a d10, if the result is 5 or lower, the wielder goes berserk. The Fiendfeller also draws ecliptic creatures at night.

Recall (3/day). As a bonus action, this weapon can be thrown (minimum 20, maximum 60 ft.) and be recalled back to the user. When the weapon is recalled, it hits 2d6 piercing damage to all the enemies on it's path.

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