Sword of the Creator (5e Equipment)
Weapon (longsword), legendary (major) (requires attunement) (Note: This sword is HEAVILY based off of a weapon from the Fire Emblem Franchise owned by Nintendo. There have been some modifications to make this weapon fit within a personal unpublished campaign setting that I wanted to share with the rest of the D&D gaming world for free.) This sword was created by a divine being, this weapon has two "modes" longsword and chain-whip, the latter giving the weapon the reach property but imposing disadvantage on attacks within 5 feet. The weapon has a growing plus to attack and damage rolls based on the level of the attuned wielder. This weapon was initially created to destroy dragons during an ancient war, and this power is still active to this day. Throughout the Eons this sword has been increasing in power, it was modified to contain rune-stones and as a result its latest ability is the power to absorb spells that target the wielder then release the power of the spell as an equivalently leveled smite, the damage of which is reflected by the type of rune it holds. Mode Swap. This Sword is a Longsword for the purposes of base Properties however it has a second mode that can be activated as part of either an attack action or as a bonus action allowing it so swap up to one per round between sword mode or chain-whip mode. In either case the sword can be used in either one hand or two (Versatile) and can be swung using either Strength or Dexterity (Finesse). While in whip mode the sword gains a further striking range (Extended Reach) of 15 feet. Regardless of mode the sword deals 1d8 Slashing damage with one-handed use and 1d10 Slashing damage with two-handed use. Improved Spellcasting Focus. If the attuned wielder is a spellcaster, above level three, and proficient with both longswords and whips (or martial weapons in general) they can use the weapon as a (arcane, druidic, or holy) focus for their spells. If the weapon has a magical plus it adds to the spell attack, spell damage, and spell save DC of any spells cast this way. Growing Plus. The plus to the weapon adjusts based on its wielder's power. At level one the sword gains a plus one to hit rolls but not damage. At level three the weapon's attacks become magical for the purposes of overcoming resistances. At level five the weapon now gets a plus one to damage rolls as well. At level seven the weapon becomes plus two. At level eleven it becomes plus 3. Improved Critical. This weapon has an increased critical range of plus one meaning that you perform a critical strike on a 19 or 20 not just a 20. This feature stacks with any other feature that increases critical range such as the champion fighter's "Improved Critical" feature or "Superior Critical" feature, further increasing the crit ranges to 18-20 or 17-20 respectively. Dragon-slayer. This sword deals bonus damage to dragons, any strike that hits a dragon deals twice the usual amount of damage. (Roll twice the number of dice on a hit, including any smiting damage from Runic Spell Absorption but not from any other features such as sneak attack, paladin smite or any spells that affect the damage of this sword such as booming blade) Runic Spell Absorption. The sword (with an attached runestone) is able to absorb spells cast at the user. The sword can only absorb up to half of the wielder's level in spell levels, allowing the wielder to unleash the trapped power as a smite, the damage type of which is based on the attached runestone, there is a runestone for each damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder), the damage of the smite is 2d8 plus an additional 1d8 for every level above first. Attunement to this weapon also grants the wielder the knowledge of how to craft such runestones. Each runestone requires a gemstone with a value no less than 50 gold and takes the use of jeweler's tools to create, the wielder is considered to have expertise on checks made to craft these runestones which require 4 hours to craft. The runestones actually hold the charged spell energy and glow when charged emitting dim light in a 5 foot radius, they are also not consumed upon use. Runestones can be swapped as a bonus action. |
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