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The Warblades
\pagebreak ## The Warblades
"A blade is best, when dyed red with blood, and sheathed within
_the body of thine enemy."_
-- Darven Void Jr., _The Red War_
Forged from the blood of 400 men, and casted amidst baleful curses and dark arcane arts, a warblade is a special type of weapon forged by the victors of bloody battles. While a rare art, it is quite possible for anyone with the equipment and knowledge to create one of these dark blades, and doing so will cement them in history for their cruel actions, and with signs of their actions manifesting as features and curses placed on the blades themselves. #### Fallen Planes Victory _Weapon (dagger), very rare artifact_ Known as the failed warblade, _Fallen Planes Victory_ is a magic dagger that grants a +1 to attack and damage roles made with it, and deals an extra 1d4 necrotic damage on a hit. #### Insanities Testament _Weapon (longsword), Legendary (requires attunement)_ Insanities Testament is one of the most feared Warblades. This disgusting blade was forged by a mad tyrant and used to create a totalitarian Warlord territory. However, feeling invincible, the tyrant became sloppy, drinking all day and raping his servants, until one man took the Insanities Testament and slit the warlords throat. This man, Vance Barclay, Then claimed control of the previous warlords territory and became it's new ruthless dictator. The blade is black with a set of snakes creating the hilt. there is one blood red gem within the pommel. *Insanities Testament* is a +3 longsword, and deals an extra 1d4 necrotic damage ___Properties.___ _Insanities Testament_ has the following properties: * _Wicked._ While attuned to this sword, the bearer has increased urges to perform selfish actions. * _Hungry._ The weapons magical properties only function if it has been doused in fresh blood within the past 24 hours. ___Madness.___ When you attack a creature with this magical weapon and roll a nat 20 on the attack roll, that target has to beat a DC 18 Wisdom saving throw, or suffers short term madness (roll on short term madness chart) for 1 minute. The creature can attempt to save at the end of their turn to break free of the madness. if a creature has saved against madness before, they are immune to its effects for the next 24 hours. ___Resilient Madman.___ If you start your turn with at least 1 hit point, and are below a quarter hitpoints, you regain 1d8 hit points. ___Curse.___ While Attuned to _Insanities Testament_, the weapon bearers alignment is shifted to Chaotic. If the player character is already of a chaotic alignment, nothing happens. \columnbreak #### The Lord's Hunt _Weapon (longsword), Legendary (requires attunement)_ Forged by the Original Lord of the Hunt, This weapons is scattered with symbols depicting old hunts of success, and triumphs. The blade is adorned with gold and silver filigree, showing that the warblade was created as an ornament, more so than a weapon. *The Lord's Hunt* is a +3 longsword, and deals an extra 1d4 necrotic damage ___Properties.___ _The Lord's Hunt_ has the following properties: * _Compass._ The wielder can use an action to learn which way is north. * _Confident._ The item helps its bearer feel self assured. ___Hunters Mark.___ Once per day, the wielder of this Item can know the position of any one creature. The wielder knows this creatures position for 24 hours, so long as they remain on the same plane as you. This feature can be use again the following dawn. ___Curse.___ While Attuned to _The Lord's hunt_, the weapon bearer must eat fresh meet once per day, or suffer short term madness, and loose the weapons abilities, reducing the swords abilities to that of a regular longsword. #### Leviathans Cry _Weapon (longsword), Legendary (requires attunement)_ Leviathans cry is a Cutlass with a hilt designed to look like an octopus. While not noticeable when looking at it, the hilts tentacles tend to move around. This blade was forged from a couple tentacles cut off of the great Kraken, and used as a show of surviving one of the most deadliest monsters in Muncaelo. The swords whereabouts are unknown, but was last spotted decades ago within the country of Scotia. *Leviathans Cry* is a +3 longsword, and deals an extra 1d4 necrotic damage ___Properties.___ _Leviathans Cry_ has the following properties: * _Sentinel._ The weapon glows slightly within 150 ft. of a kraken, or leviathan. * _Metamorphic_ The weapon periodically and randomly alters its appearance in slight ways. ___Kraken Slayer.___ When you hit a kraken with this weapon, the kraken takes an extra 3d6 necrotic damage. For the purpose of this weapon, "kraken" refers only to the monstrosity named kraken, an no other monsters. ___Curse.___ After attacking with this weapon for this first time it becomes grafted to one of your hands. While the weapon is grafted to you, you cannot drop or sheathe it and you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage. Only a remove curse spell or similar magic can undo the grafting.
Magic Items | Warblades
\pagebreakNum #### Tyranny's Downfall _Weapon (longsword), Legendary (requires attunement)_ Unlike most of the warblades, _Tyranny's Downfall_ comes across to most as a just warblade, as opposed to the cursed clump of metal that it is. Tyranny's downfall was created by the hierarchy of an uprising that happened sometime in the second era, and was created using the blood of many nobles and officials of a corrupt kingdom, with the crown of the king who ruled this terrible nation being forged into the hand guard, its jewels still embellishing the blade. *Tyranny's Downfall* is a +3 longsword, and deals an extra 1d4 necrotic damage. ___Properties.___ _Tyranny's Downfall_ has the following properties: * _Beckoner._ If the sword is separated from the bearer, the bearer instinctively knows the item’s direction and rough distance. This knowledge lasts for 24 hours or until the item is attuned to someone else, whichever comes first. * _Enigmatic_ Neither examination over the course of a short rest, nor identify or similar magics, reveal this item’s properties. The bearer can learn those properties only through attunement or trial and error. ___The Kings Head.___ When you hit a creature of the _Neutral Evil_ alignment, then the damage is doubled. ___Curse.___ While attuned to _Tyranny's Downfall_ attacks against any creature that's alignment is different then _Neutral Evil_ will deal half damage. #### Wyrmset Grove _Weapon (longsword), Legendary (requires attunement)_ Amidst the fourth era, a local kingdom attempted to intrude on the lands of Wyrmset Grove, a collection of druids who wanted the land to remain peaceful. To claim the land, the kingdom slaughtered the druids of the forest, damaging the grove and ruining the balance of the life that was there. In outrage, a fey being that had possessed the grove as it's home retaliated by slaughtering the army and using their corpses, and the blood that filled the grove to forge a deterrent, hoping that the fear of the warblades existence would prevent future armies from encroaching on the grove. *Wyrmset Grove* is a +3 longsword, and deals an extra 1d4 necrotic damage ___Properties.___ _Wyrmset Grove_ has the following properties: * _Fastidious._ Once per day, as an action, the bearer can magically clean themselves, their outfit, and the item itself of dirt, grime, sweat, and so forth. This power resets at dawn. * _Skillful._ The bearer gains a +1 bonus to ability checks using the _Nature_ skill, while the item is on the bearer’s person. ___No Misses.___ Whenever you miss an attack while attuned to _Wyrmset Grove_, you can add a charge to the blade. You can stack up to 4 charges using this method. The next time you hit, multiply the damage die by the amount of charges the weapon has built up, after which the charges return to 0. ___Curse.___ When you draw _Wyrmset Grove_ it cannot be put away or dropped until it has damaged a creature. While the weapon is drawn and has not dealt any damage yet, you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage. #### Sirens Voice (Mardy Bumm) _Weapon (longsword), Legendary (requires attunement)_ Long ago, withing the earlier eras, there lived a king who found himself on the cross end of a bard. Infuriated by the bards insults and banter, the king rounded up every self proclaimed bard in his kingdom, and executed them one after another. To forever immortalize his achievement, as well as to ward off any other bards from entering his kingdom, he crafted a special blade from the bards blood. The Sirens Voice is very unique in the sense that it looks comparable to if a harp had been designed into a blade, with the neck of the harp being sharpened to slash at its enemies, and the strings being thin wires capable of slicing through even bone with relative ease. *Sirens Voice* is a +3 longsword, and deals an extra 1d4 necrotic damage. ___Properties.___ _Sirens Voice_ has the following properties: * _Focused._ The bearer of this item gains a +1 bonus to Constitution saving throws made to avoid losing concentration on an ongoing spell. * _Songcraft_ Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. ___The Bard of Blades.___ When you roll a nat 20 with _Sirens Voice_, you deal an additional 2d6 force damage as a magic song plays out. ___Curse.___ While attuned to _Sirens Voice_ you feel a strong impulse to insult anyone who wrongs you, or anyone you are opposing in combat. To prevent your loose tongue from slipping you must beat a DC 16 constitution save. ## Alternative Warblades Canonically, amidst the realm of Muncaelo and the greater Brievary, only 7 successful warblades exist. However, in outside experiences and paradox worlds, more have been created. The following is a good sign on how any new warblades could appear and be created. The following blade was created from the citizens and beholder blood found in the city of Thar'em'fal after a tyrannical warlord successfully robbed the city of its treasury, and then burned it to the ground. #### Thar'em'fal Heist _Weapon (greatsword), Legendary (requires attunement)_ Crafted in a world of paradox's, the sword was forged by a twisted blade smith, who after successfully claiming a city in an attempt to heist it's vault used the corpse of a beholder and the blood of it's denizens to forge this warblade. *Thar'em'fal Heist* is a +3 greatsword, and deals an extra 1d4 necrotic damage. ___Properties.___ _Thar'em'fal Heist_ has the following properties: * _Guardian._ The item whispers warnings to its bearer, granting a +2 bonus to initiative. * _Metamorphic._ The weapon periodically and randomly alters its appearance in slight ways.
Magic Items | Warblades
\pagebreakNum ___Eye of the Beholder.___ When you attack a creature with this magical weapon and roll a natural 20 on the attack roll, The damage of the sword changes to Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.. ___Curse.___ While Attuned to _Thar'em'fal Heist_, the weapon bearer always has a feeling that someone is plotting against them, and is constantly on edge. #### Draco's Folly _Weapon (greatsword), artifact (requires attunement)_ During the war of the giants, the dragon god Draco sent an army of 200 Chromatic dragons to attack the home of the giant king, Asgaurd. Draco believed that the giants wouldn't be prepared for an all out attack on their kings home, and that they could demoralize the giants to the point of easily winning the war. Draco, however, was wrong When the dragon army arrived, they were met with the full might of the Storm Giants best infantry, the Valkyries, plus other powerful giants such as the Giant Gods son; Odin. As the battle waged on, the cooperative teamwork of the giants quickly outmatched the uncontrollable rampaging of the dragon army, and the battle was lost, with Odin slaying Dracos retainer. To forever flaunt the defeat of Draco's proud army, the fire and storm giants worked together to forge a blade from the blood of the 200 dragons, and enchant it with some of the most vile magic known to the Brivary. They had created the first warblade, aptly named Draco's Folly *Draco's Folly* is a magic greatsword that grants a +3 to attack and damage roles made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 1d6 necrotic damage on a hit. While the sword is not attuned, it reverts to it natural size of 24 ft. Upon attunement the sword will properly resize itself in proportion of its wielder. The sword takes 2 days to attune, and only deals 2d6 damage (scaled to size) when it is not attuned. ___Properties___ _Draco's Folly_ has the following properties: * _Language._ while attuned, the wielder can speak and write Giant. * _Sentinel._ The weapon glows slightly within 150 ft. of a chromatic dragon. * _Unbreakable._ The sword can't be destroyed by normal means. * _Warleader._ Any creature within 150 ft. can hear the weapon bearer. ___Draconic Stir (recharge 5-6).___ When you perform an attack action, you can choose to add a draconic element to the attack. Add 1d6 damage to the attack and roll on the following table to determine the damage type. | d6 | Damage Type | |:---:|:-----------:| | 1 | Acid | | 2 | Lightning | | 3 | Fire | | 4 | Poison | | 5 | Cold | | 6 | Force | ___Spells.___ While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: _delayed fireball blast, dispell magic, or Whirlwind._ Once you use the sword to cast a spell, you can't cast that spell from it again until the next dawn. ___Dragon Slayer.___ When you hit a dragon with this weapon, the dragon takes an extra 3d6 necrotic damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. ___Destroying the Sword.___ A giant attuned to Draco's Folly can use a _wish_ spell to unmake _Draco's Folly_. The Giant must use the _wish_ spell and beat an DC of 25 with a Charisma check. The sword must be within 30 feet of the Giant or the spell fails. If the Charisma check fails, nothing happens, and the _wish_ spell is wasted. If the Charisma check succeeds, the sword is destroyed.
**Draco's Folly**
Artifacts | Warblade
\pagebreakNum > ##### Credits >Created by Nicholas Hoar
>Contributors: Zowan
>Proofreaders/Balancers: /u/lidanma
> ##### Art in Order of Appearance > "The Queen of Swords" by
Ian Llanas
>
"Draco's Folly" commissioned by
Bonus Action