Monster Hunter's Greatsword (5e Equipment)

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Weapon (greatsword), legendary (requires attunement by a creature of neutral alignment with a Strength of 17 or higher.)

Made out of the modified bones of dragons and other powerful beasts, this weapon's frightening presence overshadows even the creatures it is made from. Its body is infused with the spirit and battle experience of all previous owners, allowing a compatible user to wield it with masterful form, as if they had done so for many years.

Naturally Fierce. This weapon grants +2 to all damage rolls made with it.

Primal Advantage. This weapon grants +2 to any attack rolls made against beasts.

Unless attuned to, Monster Hunter's Greatsword is considered a normal greatsword and reduces the holder's movement by 10 ft. while wielding it.

Inherited Techniques[edit]

The Monster Hunter's Greatsword holds a total of 5 focus points, allowing for the use of Inherited Techniques. In order to re-charge their focus points, the wielder must use an action to concentrate their will into the sword, by briefly sharpening it using a whetstone.

  • Horizontal Slash. (2 points)

The wielder can use an attack to slash their blade horizontally, dealing 2d6 slashing damage to all enemies in a 5 ft. semi-circle in front of them.

  • Instantaneous Guard. (1 point)

As a reaction, when a hostile creature attacks the wielder, they may instanty unsheathe the greatsword and brace for the attack, increasing their AC by 2 against that attack.

  • Sudden Kick. (1 point)

As a reaction, when an enemy that the wielder can see enters within 5 ft. of them, the wielder may suddenly kick them, pushing the creature backwards by 5ft. and forcing them to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or fall prone.

  • Sword Slam. (2 points)

The wielder can use an attack to slam against a target with the side of the blade, dealing 2d6 bludgeoning damage and possibly stunning them. The target must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or become stunned until start of your next turn. This deals double damage to objects and structures.

  • Tactical Dodge. (1 point)

After any attack, the wielder may expend half their movement to roll 5 ft. in any direction. This movement does not provoke opportunity attacks.

  • Upward Chop. (2 points)

As an attack, the wielder may swing their blade upwards in front of them, dealing 2d4 slashing damage to creatures and sending them 10 ft. into the air. This technique may also be used on friendly creatures, whereas it deals no damage.



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