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Weapon (any sword), uncommon (requires attunement)

This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In norse clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin.

This magic weapon has 5 charges and regains 1d4 + 1 charges if it spends 8 hours in the flames or embers of a fire. As a bonus action, you can expend a charge to ignite the blade for 1 hour. Flames erupt along the sword’s length; it sheds bright light for 40 feet, dim light for an additional 40 feet, and deals an additional 1d4 fire damage on a hit.

Enhanced Attunement: Brand. If you undergo a branding ritual to become bonded to the blade, you can expend 2 charges to cast the heat metal spell (save DC 13) as an action. In addition, the weapon regains all expended charges instead of 1d4 +1. Once you have undergone this branding ritual, you can’t willingly unattune from the blade until someone else willingly undertakes the branding ritual, at which point the attunement passes to them.

Rare version: Increase the number of charges to 7, the recharge to 1d4 + 3, the damage to 1d8 and the save DC to 15. Heat metal is cast at 3rd level.

Very rare version: Increase the number of charges to 9, the recharge to 1d6 + 3, the damage to 2d6 and the save DC to 17. Heat metal is cast at 4th level.

Legendary version: Increase the number of charges to 12, the recharge to 1d8 + 4, the damage to 2d10 and the save DC to 19. Heat metal is cast at 5th level.

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