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Aegis Sword

Weapon-longsword (requires attunement by a creature with Strength of 15 or higher)

This weapon is of celestial origin, and very few exist. It is a one handed longsword with an otherworldly, silver
colored blade. The edges glow a light blue when swung. The cross guard is relatively wide with colorless, blue, red
and yellow diamonds decorating it. This sword deals additional magical force damage equal to 2d6 + your Dexterity
modifier. Legends say that each time the sword becomes bound to a new master, the shape of it changes slightly.
The sword itself is very difficult to master, but it will grow in strength with the user.

Celestial Force- On a successful critical hit, this weapon deals an additional 2d8 force damage.

Guardless Shield- If the wielder of this sword is not using a shield, and has proficiency in Persuasion; they receive a
+1 bonus to their AC.

Celestial Pilar- The user can chanel the celestial power within the sowrd to summon up to three celestial flame pilars
underneath diffrent enemys. The pilars do 2d10 flame damage. This ability has uses= 2/Day

Angelic Lance
Weapon-halberd (requires attunement by a paladin)

This divine weapon resembles a pole-axe. It is embedded with a barrel that fires bolts of energy.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can also use it to make a ranged
attack, with a range of 150/600, dealing 1d10 radiant damage. The halberd deals 1d4 extra radiant damage on melee
attacks.

If you hit a fiend with the angelic lance, it deals an additional 1d10 radiant damage.

Crescent Rose
Weapon-great scythe (requires attunement)

A red and black great scythe wielded by a mighty warrior to conquer darkness. This great scythe can be converted
into a much shorter size for transport purposes. Scythe has 12 charges. As an action, you may spend 2 charges to
shoot out a wave of energy from the scythe. Each creature in a 30-foot cone must make a DC 16 Strength saving
throw. A creature takes 2d12 force damage on a failed save, or half as much damage on a successful one.

Vorpal. When you attack a creature that has at least one head and roll a 20 on the attack roll, you cut off one of the
creature's heads. The creature dies if it can't survive without a head. A creature is immune to this effect if it is
immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the
creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing
damage from the hit.

Regains 1d6 + 2 charges at dawn.

Alash'Serrar

In its dormant state Alash'Serrar appears as a katana with a ruby inlaid snake for its hilt. Once it has been
awakened Alash'Serrar's blade extends out appearing as a whip made of blades. Once exalted Alash'Serrar takes the form
of a giant bone snake whose bone parts are held together by green energy.

Magic Weapon Alash'Serrar is a magical weapon that grants +3 bonus to attack and damage rolls made with it. It can also
be used as a spell focus.

Properties

 Ancient Magic - while attuned to Alash'Serrar the wielder gains +3 to their attack rolls and to their spell save DC.

 Alash'Serrar deals 2d10 slashing damage.

Morph You may use your bonus action to transform this weapon in between its dormant state and its awakened
state. Alash'Serrar while in it's awakened state loses the ability to allow the wielder to cast the spells learned from it in
its dormant state.

Dormant State

 While attuned to Alash'Serrar, you gain the ability to cast the following spells at will without having to prepare them for
use, using your spell save DC and spell attack bonus: Poison Spray, Acid Arrow, Chromatic Orb (Poison Version
only), Detect Poison and Disease, Animal Friendship (only works with reptiles) and Cure Wounds.

 While attuned gain resistance to poison damage and are immune to the poison effect.

Awakened State

 While in the awakened state Alash'Serrar gains the "reach" property. Additionally, you attack in a 15-foot cone, hitting
any enemy within the cone, making individual attack rolls for each enemy. After three attacks Alash'Serrar's blade falls
to the ground and must be Recalled.

 Rake - Alash'Serrar tears into its victims causing them to bleed for 1d8 per turn for one minute.

 Venomous - Alash'Serrar is coated with deadly venom causing its victim to become poisoned for 1d8 per turn for one
minute.

 Full Extend - As a bonus action you can use full extend to extend Alash'Serrar into a target within 30 feet dealing 2d6
piercing and 1d6 force damage.

 Recall - Once Alash'Serrar's blade has fallen you can use your action to recall Alash'Serrar back to the hilt allowing it to
be ready to attack again.

Exalted State

 Upon speaking the command word Gezegend Alash'Serrar grows violently taking the shape of a giant metal poisonous
snake that is broken into different pieces held together by green poisonous energy. Each creature in a 40-foot-radius
sphere centered on you must make a Dexterity saving throw or take 6d6 poison damage on a failed save, or half as
much damage on a successful one. The Gezegend or exalted state of Alash'Serrar can only be maintained for one
minute before it reverts back to its dormant state. Additionally, you can only use the exalted state of Alash'Serrar once
per long rest.

 Alash'Serrar's Will after you make your attack Alash'Serrar will make its own attack dealing 2d10 piercing and 4d8
poison. You must still roll to hit however this attack does not require the wielder to expend any form of action.

 Lingering Vile - After being hit by Alash'Serrar target takes 3d8 poison damage per turn for a minute.

 Fururirīsu - Giant orbs of poison plummet to the ground at 2 different points you can see within 120 feet. Each creature
in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads
around corners. A creature takes 10d6 poison damage and 10d6 bludgeoning damage on a failed save, or half as much
damage on a successful one. A creature in the area of more than one poisonous burst is affected only once.
After Fururirīsu is used Alash'Serrar returns to its dormant state and will remain in its dormant state until you finish a
long rest.

Dancing Devils
Weapon (scimitar, hook and chain), rare (major) (requires attunement)

A matching pair, the Dancing Devils certainly live up to their name. In the hands of a skilled user, the crimson flourishes they can achieve
are staggering, both blade and chain working in perfect concert, never coliding. They count as one item, for the purposes of attunement.

When making an attack with the hook and chain, it does not require your bonus action to pull it back into your reach.

When you hit with either weapon that's part of the Dancing Devils while holding both, it incurs a specific bonus based on which weapon
it was.

 Scimitar. Your armor class and bonus to Dexterity saving throws increases by +1 until the start of your next turn, to a maximum of
+2.

 Hook and Chain. You may immediately move up to 10 feet, without incurring opportunity attacks.

Dec's Mercy
Weapon (Double Weapon Great Axe), Legendary (Requires Attunement)

The haft of Dec's Mercy is made of intertwined gold and black steel and is covered with various ancient primordial runes. The blades on
either end of Dec's Mercy are Greataxe's. The top Greataxe looks old glowing with a dark purple energy and appears to made out of many
ancient interwoven metals. The bottom Greataxe looks clean, new, glowing with a radiant yellow energy and appears to made out of
many ancient interwoven metals. Dec's Mercy has the following properties.

Magic Weapon Dec's Mercy is a magical weapon that grants +3 bonus to attack and damage rolls made with it. It can also be used as
a spell focus.

Blade Damage

 Top Blade- 2d12 Slashing, 1d12 Necrotic damage.

 Bottom Blade- 2d12 Slashing, 1d12 Radiant damage.

Blessings of The Forge


 Top Blade- Always casts Vampiric Touch on a hit. (3d6 Necrotic damage, regain hit points equal to half the amount of necrotic
damage dealt)

 Bottom Blade- Angelic Touch on a hit. (3d6 Radiant damage, regain hit points equal to half the amount of radiant damage dealt)

Mercy's Strike Once per turn you can spend your action to use Mercy's Strike to attack with both the top and bottom blades. Roll
separate attacks for both blades. If you miss the second attack you take one point of exhaustion.

Sentience Dec's Mercy is a sentient evil weapon with an Intelligence of 16, a Wisdom of 12, and a Charisma of 18. It has hearing
and darkvision out to 60feet. The weapon can speak, read and understand Common, Elvish, Abyssal and can communicate with its
wielder telepathically. When speaking to the wielder the wielder hears the voice of an old brutish man. While you are attuned to it, Dec's
Mercy also understands every language you know.

Personality The Dec's Mercy is a proud, fearless and barbaric weapon. He likes to speak with other sentient objects and its wielder. He
has a positive outlook on life and gets excited when faced with a threat. He is quick to trust its wielder but is slow to trust others. He seeks
out battle to display his might and is pleased when he savagely kills its foe. He seeks to gather knowledge to bolster his pride in defeating
all foes he faces.

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