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Weapon (longsword), artifact (requires attunement)

The blade of this holy weapon seems to hum with light, a gentle warmth enveloping the air around it. A lattice of seven divine seals adorns its guard. You gain a +3 bonus to attack and damage rolls you make with this magic weapon. While holding this weapon you can cast the Light cantrip at will.

Enforce. While holding this weapon you can cast one of the following spells (spell save DC 17): Dawn, Blinding Smite, Wall of Force. Once you use this weapon to cast a spell, you can't cast that spell again from it until the next dawn. If you are a Cleric or Paladin, you can use spell slots of appropriate level to cast these spells even if you have not prepared them.

Bind. When you hit a creature with this weapon, it gains a Binding point. The creature's movement speed is reduced by 5 feet for each Binding point it has. If a creature has 3 or more Binding points, it cannot teleport or use planar travel as the runes of this weapon prevent such magic.

At the end of each of the creature's turns, it can make a DC 17 Charisma saving throw, losing all Binding points on a successful save. If a creature is not hit by this weapon for 10 minutes, it loses all binding points at the end of its turn.

Seal. Once per dawn, as an action you can send a creature to a demiplane within this sword. The target must succeed on a DC 20 Charisma saving throw or be banished. This DC is increased by 1 for each Binding point the target has from the Bind property (to a maximum of 30).

The demiplane is an infinite void of white space. While trapped within the demiplane a creature doesn't age, and they don't need to eat, drink, or sleep. A creature trapped within the demiplane cannot escape using magic that permits planar travel.

If this property is used on a new target while a creature is already trapped within the demiplane, the trapped creature appears in an unoccupied space within 100 feet of this weapon. While holding this weapon, you can communicate telepathically with a creature trapped within the demiplane and can free such a creature as an action.

Sentience. Warden is a sentient, neutral good weapon with an Intelligence of 10, a Wisdom of 15, and a Charisma of 17. It cannot speak, but can understand any language spoken by a creature attuned to it.

Personality. Forged in times of immense strife, Warden has but one purpose: to maintain order and seal away those who seek to bring harm to the world. As such, if it senses that a creature attempting to attune to it does not possess a heart of goodness, it will resist attempts to attune to it. A creature being resisted by Warden must make a DC 17 Charisma check to overpower its will. On a failure, the creature cannot attempt to attune to it for 1d12 months.

The evil is unyielding, and yet we stand guard, firm and eternal.

We are the sword. We are the shield. We are the light in the face of malice.

Our watch shall never cease, and yet we shall see it to completion.

We are the lock, we are the key, we are the gaolers at the end of time.


Curated Curio [06/23]: Something used to Seal Away a Great Evil - Control / Mobility

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