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Artifacts - The Sword of the Zephyr

Updated: Jul 22, 2019



The Sword of the Zephyr is a magnificent blade of the finest construction, created by the talented hands of some ancient expert weapon smith.  The hilt is beautifully crafted and embossed with gold and the cross-guard is heavily engraved and adorned in gold.  The double edged blade is of the finest steel, and running down the inside of the fuller on both sides are a series of arcane runes. The runes glow blue when a power of the blade is activated and when the blade is swung - giving the slashing blade a streak of blue as it swings.  As the sword grows in power more runes will activate. 


The sword is incredibly light and perfectly balanced and many of the sword's powers reflect this. Little is known of the origin of this weapon, but it is known to have been in the possession of Baerin Aerlikson, the founder of the school of sword mastery - Dak D'neir, and it was ancient when he discovered it.













 

LEVEL 1:

PROFICIENCY -

USES: Active when sword is held and ready. Uses no action.


The weapon gives proficiency with this weapon regardless of class restrictions and the user also gains the Dueling Fighting Style (+2 to damage)

 

LEVEL 2:

DEFENSIVE DUELIST FEAT -

USES: Available to use when sword is held and ready. Used as reaction.


When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

LEVEL 3:

WEAPON BONUSES -

USES: Active when sword is used in an attack action.


The weapon is a +1 weapon. This increases to a +2 weapon at 7th level and finally a +3 weapon at 11th level.


The sword is charged with eldritch energy and discharge 1d4 additional force damage upon a hit.


At 6th Level: the sword does d6 additional Force damage instead of d4 and stuns opponant on a crit (DC 16 Con Save). If the wielder already has a spell DC, then the item will use the best of the two.


QUICK DRAW -

USES: At will, as a use item action


If the sword is on the same plane of existence, you can summon that weapon causing it to teleport instantly to your hand. This happens instantaneously, even mid-swing, with no speed penalty. You can't be disarmed of that weapon unless you are incapacitated.

 

LEVEL 4:

POWER STRIKE -

USES: Available in a combat turn, as part of one attack in an attack action.


Once per turn, for one attack only, the user may try and do a power attack. Must announce the use of this power before the roll. This ability is used as a feat similar to the Great Weapon Fighter Feat.

• When you score a critical hit with a this weapon attack or reduce a creature to 0 hit points with it, you can make one additional melee weapon attack as a bonus action. • When you choose to do a power attack, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


If the user already has the Great Weapon Fighter feat, it in no way stacks or gives additional damage or attacks. One would be for great weapons and one would be for the sword of the Zephyr.


For further clarification: Flurry provides an additional attack action, and one of those attacks may be a power strike as well.


CLEAVE -

USES: Once per short rest. As a spell action.

Casting Time: 1 action

Range: 5 ft.

Duration: Instant


As part of the action used to activate this power, you must make a melee attack with the weapon against up to 3 targets around wielder within the powers range, in a forward arc. Roll to hit and damage for each target. Cannot be combined with a Power Attack. This is a spell action and supersedes the regular attack action. (As example: green flame blade)


At 7th level: You gain an extra use of this power per short rest.

 

LEVEL 5:

MARTIAL ADEPT FEAT -

USES: Available to use when sword is held and ready.


You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:


• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d8. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.


At 8th level: you gain one more superiority die.


At 11th level: you gain one more superiority die.


FIRST STRIKE -

USES: Active when sword is held and ready.


Wielding the Sword of the Zephyr, you gain advantage on all Initiative rolls.


ADDITIONAL ATTACK -

USES: Active when sword is used in an attack action.


The wielder gains an extra attack as a fighter class. If the user already has this ability, it does not stack.

 

LEVEL 6:

FLURRY -

USES: Once per short rest. As a spell action.

Casting time: 1 action

Range: Self

Duration: 1 combat turn.


Flurry has a limited haste like effect. It must be announced at the start of the combat and on your turn. As part of the action used to activate this power, you can take your normal number of attacks as you would in an attack action plus you can take one additional attack action on top of your regular attacking action and a possible bonus action. Works just like the Fighter's Action Surge Feature. This is a spell action and supersedes the regular attack action. (As example: green flame blade). This item power cannot stack with a fighter's action surge as it is essentially the same thing.


At 8th level: You gain an extra use of this power per short rest.

 

LEVEL 7:

CRITICAL STRIKE -

USES: Once per Day (Recharges at Dawn). As a spell action.

Casting time: 1 action

Range: Self

Duration: 1 combat turn.


As part of the action used to activate this power, you may make your normal number of attacks as an attack action against a melee target within 5 ft. The wielder must announce at start of their turn the intent to try for a critical strike. The first successful hit he achieves can be made into a critical hit. As long as one of the attacks hits, it will be a CRIT. If none of the attacks that turn hit, it still uses up the power regardless. This is a spell action and supersedes the regular attack action. (As example: green flame blade)


At 11th level: You gain one more use of this ability per Day.

 

LEVEL 8:

SLOW -

USES: Once per Day (Recharges at Dawn).

3rd-level transmutation

Casting Time: 1 action

Range: centered on self

Duration: Concentration, up to 1 minute


You alter time around up to six creatures o f your choice in a 20-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.


An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.


If the creature attempts to cast a spell with a casting time o f 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.


A creature affected by this spell makes another Wisdom saving throw at the end o f its turn. On a successful save, the effect ends for it.

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