Yigdrasil (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Weapon (Longsword), Artifact (Attunement Required)

The power within this blade is not from this plain, master this sword to achieve it's power. Attended wielder gains advantage on all strength checks and deals an extra amount of necrotic damage equal to the strength modifier.

Bound Blade When the wielder puts this blade down without it's sheath (this also includes the weapon being knocked out of the player's hand) they must make a DC 9 Constitution Saving Throw in order to not die.

Demonic Reach On a turn the wielder can choose to use a slash ability that ranges to about 160ft, the target of the ability must make a DC 14 Dexterity Saving Throw, on a failed save the target takes 2d8 of necrotic damage.

Dark Skies Once per long rest you may use a turn to trigger this ability, that completely surround the user in a armor made of black stone and grants the user an extra 5 to armor class, grants immunity to piecing attacks, a unique set of abelites that can only be used while Dark Skies is active, doubled movement speed and an extra amount of d20s equal to the proficiency bonus (Example 2d20 for levels 1 to 5) of extra hit points. During Dark Skies Yigdrasil changes from a katana to a claymore (with 15ft of reach) which changes the stats of the weapon. This ability is only active for five turns or until you run out of temporary hit points, if the wielder runs out of temporary hit points then the wielder must take 3d20 of necrotic damage.

Damage (Longsword) Equal to the wielder's level of d8s + the wielder's Constitution score Slashing Damage

Damage (Claymore) Equal to half the wielder's level of d12s + the wielder's Constitution score Slashing Damage

Path of the Devil (Dark Skies) Once per short rest, as an action you can use all your remaining movement to dash forward and deal 1d20 of slashing damage to anyone within that path.

Blade of Blasphemy (Dark Skies) Once per turn the wielder may fire a shot from the blade that can reach 120ft away, the target of this shot must make a DC 12 Dexterity saving throw to jump 10ft away from where the shot will land, on a failed save target takes 2d20s of necrotic damage. If the target jumps out of the way then when the shot lands any creature within 10ft of the landing point must take 5d4 of necrotic damage.


Back to Main Page5e HomebrewEquipmentMagic Weapons