Divine Weapons

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Tormenter’s Bane

Weapon: (Great-sword), artifact (requires attunement)


Prerequisites: proficiency in martial weapons, Strength score 17.
This weapon evolves with each new state.

7 lb. 2d6 slashing/bludgeoning- heavy, two-handed, adamantine.

The great-sword that has gone by many names and taken many forms, Tormenter’s Bane has
settled into its new, final form reforged as a boon gifted to Ve’Seermakczar from The All-
hammer. Crafted from a large slab of iron, coated with adamantine, clenched in willowshade-
oil, and imbued with power of The Pale Warden’s forge, this blade is adorned with the
iconography of escape, liberation, and the suffering of those who seek to torment the
innocent. The hilt of this double-edged bisected sword depicts emaciated hands on either side
pulling chains, rending the face of a demon in two, down the middle.

Artifact Properties:
In their dormant state, each of these artifacts have one minor beneficial property and one
minor detrimental property. When the artifact attains an awakened state, it gains an
additional minor beneficial property and an additional minor detrimental property. When the
item reaches its exalted state, it gains a major beneficial property. The detrimental properties
and attunement delay don’t apply to the artifact’s original owner, creator, or devout of said
deity. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more
information.

Dormant. +1

 Minor beneficial property: While attuned to the artifact, you gain a +1 bonus to Armor
Class.
 Minor detrimental property: While attuned to the artifact, your weight drops by 1d4 × 5
pounds.
 Special: Upon rolling a critical on a d20, the weapon's damage dice are tripled for that
hit. This can be done a number of times equal to the weapons attack bonus.
 While holding this weapon, you have advantage on saving throws to resist being
grappled.
 Upon rolling 5 over a targets AC, the target must succeed a (DC 10) Strength or
Dexterity saving throw or be knocked prone.

Awakened. +2
10 lb.

 Minor beneficial property: While attuned to the artifact, you have resistance to necrotic
damage.
 Minor detrimental property: While attuned to the artifact, you have disadvantage on
saving throws against spells.
 Stance of Suffering: You can use an action to slam the blade into the ground with the
broad side facing its enemies. While in this stance, black chains whip and whirl around
as if the effect of the spell, Evard's Black Tentacles.
 The DC to resist being knocked prone increases to 15. Upon rolling 10 over a targets
AC, the target must succeed a (DC 20) Constitution saving throw or be stunned until
the end of their next turn.

Exalted +3
Ultra-Great Sword
(Must be under the effects on the “Otherworldly Form” spell or a being of at least Divine Rank
0)
15 lb., Reach

 Major beneficial property: While attuned to the artifact, you regain 1d6 hit points at the
start of your turn if you have at least 1 hit point.
 The swords damage dice are d8 instead of d6.
 Range increases to 10ft.
 Upon rolling 10 over a targets AC, the target takes an extra 1d8 bludgeoning damage.
 As a bonus action, you can cause a planar rift to open in the center of the blade’s
bisection. For up to a minute the blade functions with the added effects of the spell
Blade of Disaster. Once used in this way, the sword can’t be used in this way again until
the next dawn.

Shadow-walker
Weapon (Sword-whip), artifact (requires attunement)
Prerequisites: Dexterity score 17, proficient in martial weapons.
This weapon evolves with each new state.

3 lb., 1d8 slashing- versatile(1d10), light, finesse, reach, special.


Special: The Shadow-walker can transformation freely between 3 modes.
 Longsword: 1d8 slashing/ 1d10 two handed.
 Bladed-Whip: 1d6 slashing, 10' range.
 Grapple: 1d4 slashing, 15' range, you can use this mode to pull yourself toward a
location within range, disarm a target (contested Strength check), or grapple an
opponent (Strength check/contested).

Artifact Properties:
In their dormant state, each of these artifacts have one minor beneficial property and one
minor detrimental property. When the artifact attains an awakened state, it gains an
additional minor beneficial property and an additional minor detrimental property. When the
item reaches its exalted state, it gains a major beneficial property. The detrimental properties
and attunement delay do not apply to the artifact’s original owner, creator, or devout of said
deity. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more
information.

Dormant +1

 Minor beneficial property: While attuned to the artifact, you have resistance against
poison damage.
 Minor detrimental property: While attuned to the artifact, nonmagical flames are
extinguished within 30 feet of you.
 Special: You can do an extra 1d6 necrotic and 2d6 poison. The extra damage can be
split and used in an attack of the wielder's choosing. (For Example: First attack deals
1d8 slashing+ 1d6 necrotic, second attack deals 1d8 slashing + 2d6 poison or first
attack deals 1d8 slashing+ 1d6 necrotic+ 2d6 poison). Upon being hit by a poison
attack, the target must succeed a (DC 10) Constitution saving throw or be poisoned.
While under the poisoned condition, the target takes 2d6 poison at the end of each of
its turns. The target can repeat the saving throw to resist the poison. This can only be
done a number of times equal to the weapons attack bonus, renewing at dawn.
 Grapple mode: A grappled target takes 1d4 slashing each time it ends its turn
grappled. A target can use an action to repeat the check to escape the grapple. When
grappling a target, the weapon can’t be used to attack other targets.
 Your movement speed increases by 10ft when in dim light/darkness.

Awakened +2

 Minor beneficial property: While attuned to the artifact, you can't be charmed or
frightened.
 Minor detrimental property: While attuned to the artifact, you are blinded when you are
more than 10 feet away from it.
 Grapple mode: You can use a bonus action to heal a number of HP equal to the damage
dealt to the target in the past round. Alternatively, you can use a bonus action to learn
the targets weaknesses, giving you and allies within 30ft of you advantage on all
attacks against that target.
 When you are hit by an attack, you can use a reaction to cause a swirling sphere of
magical darkness to expand from the Shadow-walker in a 5ft radius. You can see within
this darkness as if using Darkvision. This effect lasts until the end of your next turn. It
cannot be used again if a sphere is still active.
 Your movement speed increases by another 10ft when in dim light/darkness.
Additionally, you have advantage Dexterity (acrobatics and stealth) checks when in
dim/darkness.

Exalted +3
(Must be under the effects on the “Otherworldly Form” spell or a being of at least Divine Rank
0)
Command phrase: The shadows know best.
Ÿ Major beneficial property: While attuned to the artifact, you can't be blinded, deafened,
petrified, or stunned.
Ÿ When in dim light/darkness, all the weapons damage modifiers are doubled.
Ÿ Your movement speed increases by another 10ft when in dim light/darkness.
Ÿ Special: Speak the weapon's command phrase to activate its true power and the void will
consume the poison within, allowing the sword to poison the mind. Upon activation the
weapon ignites with black shadowy smoke and mist, functioning with the added effects of
a 4th lvl Shadow-blade spell. The sword no longer deals poison and necrotic damage. The
Shadow-walker now deals an extra 3d8 psychic damage on hit. The target must then
succeed a (DC 20) Wisdom saving throw or be mentally poisoned and frightened. When
poisoned in this way, the target takes 3d8 psychic at the end of each of its turn. The target
can repeat the saving throw as an action to resist the effect. The DC for this check is
reduced for its target by 5 with every success. This ability can only be done a number of
times equal to the weapons attack bonus, renewing at dawn. In addition, while in this state
the Shadow-walker also gains the following benefits/effects:
1. Grapple mode: grappled targets must succeed a (DC 15) Wisdom saving throw or be
blinded by a black mist that swarms its head for 1 minute. Targets can use an action to
repeat the save.
2. Frightened targets are made vulnerable to the damage of this weapon.
3. Common mortals effected by this weapon in any way must succeed a (DC 20) Wisdom
saving throw or be stricken with an acute fear of the dark and the unknown.

Lex Talionis
Weapon (Weaponized Armored Arms), artifact (requires attunement)
Prerequisites: Dexterity score 17, Strength 17, proficient in martial weapons, Unarmed
Fighting.
This weapon evolves with each new state.

5 lb. each arm, 2d4 slashing or 1d6 bludgeoning, two-handed, finesse, special.

Lex Talionis, the law of retaliation, whereby a punishment resembles the offense committed in
kind and degree. These arms of battle are the signature weapon of the newly crowned king of
The Underdark and The God of Imprisonment, Ve’Seermaakczar. Mortals and Immortals alike
must atone for sins and crimes against the order of the multiverse and the absolute law of Ao.
Ve’Seer’s power is on the rise as his followers and devout seek to purge their worlds with
atonement through imprisonment and strife. Enemies of Ve’Seer fear the day he has enough
power to enact his vengful wrath upon them. Infused with the power of Torog’s Grovelthrash,
the Lex Talionis are a brutal reminder of Ve’Seer’s victory over The King That Crawls.
Intricately designed adamantine arms wot from the Pale Warden’s Forge, commandments,
tenets, and mantras inscribed upon the span of different linings and edges. Pauldrons and
couters emblazoned with the emaciated bodies of the doomed drawn taut by chains across a
bed of distorted faces of anger, torment and guilt. More warped faces of deep sadness are
paved upon the hand, cresting each knuckle. Black smoke and a pulsating glow of yellow
emerge from the sunken eyes and mouths of the faces as if they were living and breathing.
The claws, bestial in form, appear as sharpened enough to cut the very air that touches them.

Special: The Lex Talionis can transition freely between 2 uses.


 Claws, 2d4 slashing+ Dexterity modifier.
 Fists, 1d6 bludgeoning+ Strength modifier.

Artifact Properties:
In their dormant state, each of these artifacts have one minor beneficial property and one
minor detrimental property. When the artifact attains an awakened state, it gains an
additional minor beneficial property and an additional minor detrimental property. When the
item reaches its exalted state, it gains a major beneficial property. The detrimental properties
and attunement delay do not apply to the artifact’s original owner, creator, or devout of said
deity. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more
information.

Dormant +1

Ÿ Minor beneficial property: While attuned to the artifact, you gain a +1 bonus to Armor
Class.
Ÿ Minor detrimental property: The first time you touch a gem or piece of jewelry while
attuned to this artifact, the value of the gem or jewelry is reduced by half.
Ÿ Special: You can make an attack with this weapon as a bonus action.
Ÿ When you hit with an attack using this weapon, you can deal an extra 2d6 bludgeoning or
slashing damage to the target. If you do, you take 1d6 psychic damage. The weapon deals
double damage to objects and structures.
Ÿ You gain a burrowing speed equal to your walking speed. You can use your burrowing
speed to move through sand, loose earth, mud, or ice, not solid rock.

Awakened +2

Ÿ Minor beneficial property: While attuned to the artifact, you can't be charmed or
frightened.
Ÿ Minor detrimental property: While attuned to the artifact, your appearance changes. Your
skin becomes pale. Your nails, lips and tongue become black. You become bald (including
eyebrows). Finally, your eye become completely black except for a bright, yellow glow,
that comes from within the pupils.
Ÿ Parry: As a reaction, you can add a number equal to the weapon’s attack bonus to your AC
against one melee attack that would hit. To do so, you must see the attacker.
Ÿ When a creature you can see within 30 feet of you hits you with an attack while you are
wielding the weapon, you can use your reaction to deal an amount of psychic damage to
that creature equal to the damage you took from the attack. This property can only be
used a number of times equal to the weapons attack bonus.

Exalted +3
(Must be under the effects on the “Otherworldly Form” spell or a being of at least Divine Rank
0)

Ÿ Major beneficial property: While attuned to the artifact, your Strength or Dexterity score
(whichever one is higher) increases by 2, to a maximum of 25.
Ÿ When you have fewer hit points than half your hit point maximum, the weapon deals an
extra 2d6 bludgeoning or slashing damage on a hit.
Ÿ You can burrow through solid rock at half your burrowing speed and leave a 5-foot-
diameter tunnel in your wake.
Ÿ Whenever you use Lex Talionis to reduce a target to 0 hit points, as a free action, you can
cause the arms to slay the target and imprison its soul, unless it is a construct or an
undead. If it is a celestial or fiend, you imprison their essence. A target whose soul has
been imprisoned by Lex Talionis can be restored to life only by a wish spell. When it
imprisons a soul, Lex Talionis’ glow become more flame like, with trails of smoke
emanating from within. The soul grants you temporary hit points equal to the slain targets
hit point maximum. These hit points fade after 24 hours. As long as these temporary hit
points last and you keep Lex Talionis in hand, you have advantage on attack rolls, saving
throws, and ability checks. Alternatively, you can do a number of extra Radiant or Necrotic
damage to a target equal to the imprisoned soul’s hit point maximum. Additionally, you
can use an action to name a place the imprisoned soul saw in life, which creates an
invisible sensor somewhere in that place if it is on the plane of existence you're currently
on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were
concentrating on a spell). You receive visual and auditory information from the sensor as if
you were in its space using your senses. A creature that can see the sensor (such as one
using See Invisibility or Truesight) sees a translucent image of the tormented being whose
soul you have imprisoned. You can imprison up to 3 souls.

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