Heart of War

Having seen more wars than mortals can remember, this blade is pitted and scarred, stained with the blood of defeated foes. Forged with the soul of a mountain, this sword longs to be used, having given up it’s form to become the weapon it is now. Unless the weapon is attuned (and approves of the bearer at the DM’s discretion), it cannot be moved or lifted.

Sentient. The greatsword is a sentient lawful neutral weapon with and Intelligence of 14, Wisdom of 18, and Charisma of 14. It has blindsense out to a range of 60ft, particularly acute when sensing bloodthirsty intentions. The weapon can communicate by transmitting emotion to the creature wielding it.

Personality Always looking for its' next great wielder, the Heart only opens up when the swordsman has proven themself. It communicates only when necessary, and then only with emotion and imagery centered around the mountain it once was.

Dormant

+1 Greatsword



Siege. Does double damage to objects and structures.

Indifference of the Mountain. On a critical miss (rolling a 1 on an attack roll) make a DC 13 Strength saving throw. On a failure, the next melee attack against the wielder has advantage.

Personality.The sword, while having seen something in the bearer, has yet to be particularly impressed. It does not communicate with the bearer except when close to death (such as unconsciousness), or when it feels extremely motivated to do so. It does so through emotion and imagery revolving around the mountain it once was.

Awakened

+2 Greatsword & +1d6 Bludgeoning Damage



Weight of the Mountain. The Heart is fully invested in its bearer, and the weight which once worked against him is now under control. The sword is considered weightless for the bearer, and an immovable object for all others.

Personality. Now fully invested in the bearer, the Heart communicates more readily with its wielder, lending them its blindsense while in combat.

Exalted

+3 Greatsword & +2d6 Bludgeoning damage



Force of the Mountain. You have become a true swordsman, a master at wielding the Heart to its full potential. In addition to the previous ‘Weight of the Mountain’ bonus, you can choose to forgo the 1d6 force damage on 1 attack per round to cause a creature (of any size) to make a DC Strength 17 saving throw or be knocked prone.

Mountainous Endurance. When dropped to 0 hitpoints immediately regain 1 hp and gain temporary hitpoints equal to your Strength + Constitution modifiers. This ability can only be used once per long rest.

Personality The Heart is firmly convinced you are worthy of wielding it. It always lends you it’s blindsense and will communicate with you when necessary. It will push you to find ever harder foes to engage, trusting in you to overcome the challenge with it as your edge. `

Mantle of the Lightbringer

Blessed by the gods of light, this mantle belonged to a Paladin of great renown whose name has been lost to time. What remains is the title, The Lightbringer, and her accomplishments, which was the continuation of mortal races. She died bringing light back into the world, and her mantle remains as a testament to her fortitude. The fine silver threads have not tarnished, and a bit of scrubbing reveals a faint glow.

Must be attuned by a Good-aligned player, but can be corrupted (allows for evil alignment)

Holy

Dormant

Charisma stat beomes 20, and gain the ability to cast the Light cantrip.

Awakened

Charisma stat becomes 22, and gain the ability to cast Sacred Flame as a cantrip.

Exalted

Charisma stat becomes 24, and the Mantle gains 10 charges (recovering 1d4+2 every dawn), which can be spent on either:

Dawn (5 charges)

Sunbeam (6 charges)

Sunburst (8 charges)

Corrupted

Dormant

Charisma stat becomes 20, and gain the ability to cast Green Flame Blade as a cantrip.

Awakened

Charisma becomes 22, and gain the ability to cast Eldritch Blast as a cantrip.

Exalted

Charisma stat becomes 24, and the Mantle gains 8 charges (recovering 1d4+2 every dusk), which can be spent on either: