Zhor, Vestige of the Old world
Zamanora: Ballad of the Witch p. 212 (Homebrew)
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- longsword, artifact (requires attunement)
- Weight
- 3
- Damage
- 1d8
- Two-Handed Damage
- 1d10
- Damage Type
- slashing
- Properties
- cuerpo a cuerpo, versátil
Description
This blade, the only one of its kind ever made, was created with an express purpose: the slaying of Dragons. In ages past, it is said the goddess Yorveth would despair at the havoc the Dragons wrought upon the land, the ruin they visited to mortal settlements. Feeling the need for a limit to be placed between the worlds of Dragons and mortals, the Giving Goddess embarked upon an unprecedented act of tipping the scales. She gathered the bones of a slain balaur, and brought them to her own hearth in the core of the earth. There, the goddess put forth all her craft and inspiration, all her will to restore the land to equilibrium. And from those flames, that ever until then and ever since, have only borne tools of making and repairing, emerged for a single time a vessel of death. Zhor, the Blade Between, to mark the edge dividing dragonkin from mortalkind. Her purpose exhausted, Yorveth bestowed this blade upon a mortal champion, charging them to uphold the balance, and returned to her sacred hearth. Even though it was forged as an instrument of war, Yorveth made it so that the blade's very existence would keep the peace, serving as a warning to all of dragonkind, discouraging even the most elder of wyrms from delving too close to mortal settlements in fear of the blade's emergence. Yet the eons pass like flowing creeks, and a purpose once clear has now been lost to lethe. No one knows where the blade now lies forlorn, yet one thing is for certain: an Artifact of such might shall be given a new purpose by the hands that pick it up anew, and the heart that stirs them into motion. Will it remain a symbol of hope for the hopeless, in the hands of a warden for all of mortalkind? Or will it turn into a symbol of vengeance, even war against the Old World and its most venerated custodians; the Dragons? This weapon has 12 charges You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to it, you gain Resistance to Fire damage. The Longsword can hold up to 12 charges. By using a Bonus Action to speak its command word, the weapon becomes coated with a molten layer of magma. For the duration, it gains the following properties:
Firebrand. The weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. In addition, it deals an extra 2d6 Fire damage on a successful hit, igniting flammable objects and setting its target on fire. A target on fire burns for 1d6 Fire damage at the start of each of its turns, until someone uses an Action to douse the fire.
Sundering Blaze. When you hit a creature wearing armor or wielding a shield made of manufactured metal using this weapon, you can spend 2 charges to cause it to melt. The item takes a −1 penalty to the AC it offers. Armor is destroyed if the penalty reduces its Armor Class to 10. A shield is destroyed if its bonus is reduced to 0. The penalty can be removed by casting the Mending spell. Magic items ignore this property's effects.
Bane of Dragonkind. When you damage a Dragon using this weapon, the Dragon's Hit Point maximum is reduced by a number equal to half the amount of damage taken. This effect is permanent, and can only be reversed through the effects of a Wish spell. Dragons that become aware of this weapon, supernaturally sense the effects of this property and often act to avoid a direct conflict with its wielder, as even if they emerge victorious from it, the wounds they might sustain may forever cripple them.
Casting a Spell. You can expend the weapon's charges to cast the following spells with a spell save DC of 18: Burning Hands (1 charge), Fireball (3 charges), Fire Shield (4 charges, warm shield variant), Wall of Fire (4 charges). The weapon's flames are doused when you spend a Bonus Action to speak itscommand word, or when its last charge has been depleted.
Regaining Charges. The weapon regains 1d4 expended charges daily at dawn. The weapon can also regain charges by absorbing extensive heat and roaming embers from the environment in either of the following ways:
- On a hit against a creature that has Immunity to Fire damage, the weapon regains 1 charge.
- While wielding the weapon, you can use your Reaction when another creature casts a spell that deals Fire damage and targets only you. When you do so, the weapon absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.
- By using a Magic Action to point the weapon towards an open source of flame within 60 feet of you that fits within a 10-foot cube, you can cause it to be instantaneously extinguished. The weapon then gains 1 charge for each 5 feet of flame extinguished in this way.
Sap (Mastery): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Versatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Proficiency: martial, longsword Source: Zamanora: Ballad of the Witch p. 212 (Homebrew)
Modifiers
weapon attacks +3
weapon damage +3