Swordtember Day 22 - Leviathan
🕑 Added 2023-10-08 14:24:42 +0000 UTCAbyssal Avenger
Weapon (greatsword), legendary (requires attunement)
The Abyssal Avenger is a moniker attributed to one of several artifacts discovered by researchers exploring the profound depths of the Laqiama Trench. This seemingly shattered sword is imbued with an unnaturally dense and raw elemental power, bearing an energy signature akin to that of some of the most ancient creatures from the elemental plane of water. Upon meticulous investigation, it was revealed that the sword bears design elements reminiscent of holy weapons used by certain high-ranking celestial warriors. However, its shape has been significantly eroded and altered, particularly the broken-off tip of the blade, which now resembles the jaw of a sea serpent. Remarkably, the sword can conjure a watery tendril that connects it to the broken-off tip, allowing it to maneuver like a colossal whip, seamlessly blending martial and elemental prowess.
Jaw of The Deep. This weapon has a reach of 15 feet as the serpentine water that connect the tip of the blade with the main body of the sword can extend and move freely. When you hit a target with this weapon, you can deal an additional 2d6 bludgeoning damage and their speed is halved until the end of their next turn.
Abyssal Cradle. As an action, you can conjure a 10-foot-radius globe of abyssal water at a point you can see within 60 feet of you. The globe remains for 1 minute and is stationary unless moved by your bonus action. The water is dark and swirling, filled with faintly visible, sinister sea creatures and emits a dim, bioluminescent glow, providing dim light within its radius.
- Abyssal Domain. While you are within the globe, you have half cover, and you can breathe normally, unaffected by the water. You gain swimming speed equal to your walking speed, and you can move through the globe without hindrance. However, other creatures treat the globe as difficult terrain.
- Tidal Dominion. As a bonus action on your turn, you can move the globe up to 20 feet in any direction, though it must remain within 60 feet of you. If the globe moves through a creature's space or a creature starts its turn within the globe, that creature must make a DC 17 Strength saving throw or be moved along with the globe. Creatures that are completely within the globe and start their turn there are subjected to the effects of being underwater.
- Constricting Wave. When you take an attack action, you can replace one of your attack to cause the abyssal waters to constrict around a creature of your choice within the globe. The target must make a DC 17 Strength saving throw or take 3d6 bludgeoning damage and become restrained. A creature restrained by the globe can use its action to make a Strength check against your spell save DC, freeing itself on a success.
Once you use this feature, you can't use it again until you finish a long rest.
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Fall Into The Abyss
"Your soul, a precious droplet in the boundless ocean of my might. Offer it willingly, and be reborn a maelstrom of the abyss, where your foes shall find their doom."
- Whisper from the abyss
Each time you fail a death saving throw, you hear a whisper that beckons you, persuading you to embrace its dark essence. When you fail your third death saving throw while attuned to the Abyssal Avenger, you can hear the whisper clearly, offering you a chance to fight on last time and the consequence you might face as the price. Instead of dying, you may choose to embrace the dark abyssal spirit that resides within the sword, transforming into a massive sea serpent-shaped water elemental for 1 minute. While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of a water elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.
- You retain the benefits of any features from your class, and you can use them if the new form is physically capable of doing so. However, you can't cast spells or concentrate on them.
- Your size becomes Huge, and you gain temporary hit points equal to your maximum hit points. Your melee attacks in this form deal an additional 1d8 damage of the type dealt by the attack.
- Your equipment falls to the ground in your space, except for the Abyssal Avenger, which merges into your new form. You regain the use of Abyssal Cradle and can use it even though the sword is already merged with you.
After the transformation ends, you make a death saving throw. On a success, you die but return to your original form. On a failure, your soul is permanently bound to the abyssal form. You must make a DC 15 Wisdom saving throw at the end of each long rest. On a failure, you lose 1d4 Intelligence, which can't be reduced below 4. If your Intelligence reaches 4, you lose your sense of self, becoming a mindless beast of the abyss.
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all the files will be added to a new Swordtember 2023 folder that you can find in the Vault
Comments
NekoNinja13
as far as "soul sacrifices" and "rebirth" goes, this is actually pretty reasonable. youre always given a choice, and you get a bunch of second chances. pretty generous of the "ancient abyssal sea serpent".
Sinlaire
thank youuuu~~~ XD XD
Vanilla Ice
Awesome Sinlaire a masterpiece ππππππππππππππππππππππππππππππππππππ.