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Weapon (any sword), rare (requires attunement)

The stories say that the first and true Frostblessed sword - for many enchanters have tried to recreate its legendary effects - was a blessing from the Allfather himself. When the blade of a great warrior shattered as he fought a stampeding horde of frost giants, the Allfather looked fondly upon the hero’s plight. The Allfather encased the blade in a razor-sharp shard of unmelting ice capable of chilling its foes and summoning fallen warriors from the Allfather’s halls.

You have a +1 bonus to attack and damage rolls with this magic weapon.

Hypothermia. When you hit with an attack using this weapon, you can expend a bonus action to absorb the target’s heat. The target must succeed on a DC 15 Constitution saving throw. Or take 1d8 cold damage, have its speed halved, and be unable to take reactions until the start of its next turn.  After you use this property roll a d6. On a 1 you can’t use this property again until the following dawn. This property has no effect on creatures immune to cold damage.

Enhanced Attunement. When you slay a giant while wielding this blade you can choose to accept the Allfather’s blessing, enhancing your attunement to this blade. If the blessing is accepted, you gain access to the ‘Fallen Brothers’ property. Once you accept the blessing, you can’t willingly unattune from the blade until someone else kills a giant using the weapon and chooses to accept the Allfather’s blessing.

Fallen Brothers. As an action, you can kneel and utter a prayer. In response, the gates of Valhalla briefly open and a wave of spectral warriors attack all creatures in a 30-foot cone. Each creature must make a DC 15 Dexterity saving throw, taking 2d8 cold damage and 2d8 radiant damage on a failure, or half as much damage on a success. Once you use this property you can’t use it again until you spend an hour recounting the tales of past heroes, an act of prayer to the Allfather.

Very rare version: Increase the bonus to +2, the DCs to 17, and Hypothermia’s cold damage to 1d10. Fallen Brothers’ cold and radiant damage increases to 3d8 and the cone to 40-feet.

Legendary version:  Increase the bonus to +3, the DCs to 18, and Hypothermia’s cold damage to 1d12. Fallen Brothers’ cold and radiant damage increases to 4d8 and the cone to 50-feet. Furthermore, the weapon has the property Hero’s Armour.

Hero’s Armour. When you would die from an attack (after rolling damage), fate and frostblessed intertwine, covering you in an armour of ice the moment before the attack hits, increasing your AC by 10 until the end of your next turn. Once this property has triggered, it can’t trigger again until the following dawn.

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