Glowing Sword of the Ljosalfar (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Weapon (Longsword), Legendary (requires attunement from a creature that has the word 'Good' in their alignment.)

This weapon has no powers active when the attuned creature is not fighting or going to fight. The weapon seems to be a normal weapon at first sight but instead of looking like a normal longsword it instead has a weird design that any passerby would notice immediately, thinking of the weapon being a flawed blade just from the design itself. The weapon's hilt is golden-bronze that would reflect any light that touches it if kept clean, its grip is black colored leather to help with having a firm grip of the weapon, the guard of the weapon is diamond-shaped being also integrated into it again but smaller but instead of being golden-bronze, it is instead black steel that has a small topaz gem planted into it, above it has another diamond-shaped that has a diamond-shaped aquamarine gem planted into it, both of the ends of the guard are smaller diamond-shaped that also include diamond-shaped aquamarine gems. The blade is made of pure gold that is long and sharpened at the end. The seems powerless to those who have no magic or know anything about magic, but those who are fond of magic or highly proficient spellcasters will know immediately at first sight that the attuned creature is wielding a heavily enchanted sword, the weapon deals 1d8 slashing damage, the weapon also has the properties of Versatile (1d10) and seems to weight at least 10 to 15 lb. When the attuned creature enters battle, the weapon will power itself and aid the creature and its party. The attuned creature gains the following when the weapon is powered:

The Ljosalfar. When the weapon is active, the weapon glows in a fiery orange and red, it sparks orange lighting from the blade, it also emits orange orbs, the gems now radiate in a pulsative glow, the guard sparks blue lighting every few seconds. When in combat, if you attack a creature with the weapon and you hit them, their AC is reduced by a -1, this can stack up to a -3 in AC (20 AC becomes a 19, then 18, then 17). If the creature has more than one stack, the crit range against them is reduced to a 19 if they have 2 stacks and 18 if they have 3 stacks. If the creature has any damage immunities and the maximum amount of stacks, their damage immunities instead become resistances. You can only place one stack on the creature once per turn. The creature under the effects can't get rid of these stacks unless with the help of magical spells like, dispel magic, remove curse, or the wish spell.

Icon_weapon_arthur_0551_c.png
An exotic magical longsword

Back to Main Page5e HomebrewEquipmentMagic Weapons

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the The Seven Deadly Sins franchise, and/or include content directly affiliated with and/or owned by Netflix. D&D Wiki neither claims nor implies any rights to The Seven Deadly Sins copyrights, trademarks, or logos, nor any owned by Netflix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: