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Daybreak

Weapon (greatsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an undead with it, that creature takes an extra 2d10 radiant damage.

Radiant Pierce. As an action, you hold out Daybreak and a beam of brilliant sunlight lances out in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. Undead have disadvantage on this saving throw. Once this special action is used, it can’t be used again until the next dawn.

Corrupting Thirst. When Daybreak is used to make a successful attack on a living humanoid, it absorbs the blood and glows with the light of a sunset, transforming into Duskfall.

Duskfall

Weapon (greatsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a living humanoid with it, that creature takes an extra 2d10 necrotic damage.

Craven Grasp. As an action, you strike down with Duskfall and a circle of darkness covers the ground below you in a 30 foot radius. Each creature in the circle must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 3d8 necrotic damage and is restrained until the end of your next turn as they are struck by blood red spikes from the circle. On a successful save, it takes half as much damage and isn’t restrained. Living humanoids have disadvantage on this saving throw. Once this special action is used, it can’t be used again until the next dusk.

Increasing Corruption. You may attempt a ritual at dawn to transform Duskfall back to Daybreak. Roll a Religion check where the DC is the number of times Daybreak has transformed into Duskfall. On a success, Duskfall transforms back into Daybreak. On a failure, the DC increases by 1 and you must wait for the next dawn to attempt the ritual again.


"The sword of a legendary paladin who faced the endless hordes of bloodthirsty undead. Toward the end of her life, the paladin fell in love with the leader of the vampires and through their union formed an uneasy truce. The sword was locked away, its purpose now fulfilled, but as the truce begins to break, one may yet take up this wondrous sword and slay the foes of the living. However, should the sword be used against those who still draw breath, its purpose will be corrupted as will its guiding light."

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