Fragarach

May 4, 2018

The Answerer

Weapon (longsword), legendary (requires attunement by a creature with a proficiency bonus of +3 or greater)

Forged by ancient Fey lords, this weapon gleams a faint silver-green as it moves, light catching the timeless fey spell-knots etched into the adamantine blade. The Answerer is a powerful artifact that some say has a subtle will of its own, responding to the strength of its wielder to grant power appropriate to their ability.

At +3 Proficiency:

Adamantine

The Answerer is unbreakable by mundane means, and whenever it hits an object, the hit is a critical hit.

Piercing

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Windcaller

You gain the Gust cantrip, which you may cast through The Answerer as a bonus action.

You may also cast the Gust of Wind spell through The Answerer without expending spells slots or material components. Once you cast Gust of Wind this way you must finish a short or long rest before you can cast it again.

Answerer

You may cast Hold Person through The Answerer without expending spells slots or material components, but it’s range becomes 5 feet and the target must save using Dexterity. The DC for this save is equal to 8 + twice your proficiency bonus.

A creature who fails their saving throw versus this effect is also subject to the effects of Zone of Truth for the duration of the Hold Person effect.

Once you use this feature, you must finish a long rest before you can use it again.

At +4 Proficiency:

Piercing

You now gain a +2 bonus to attack and damage rolls made with this magic weapon.

Answerer

You may now regain use of this feature after a short or long rest.

At +6 Proficiency:

Windcaller

You may cast the Control Weather spell through The Answerer without expending spells slots or material components. Once you cast Gust of Wind this way you must finish a long rest before you can cast it again.

Piercing

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When making an attack with this weapon, the AC of your target is equal to 10 + the target’s Dexterity modifier. Abilities such as Mage Armor and Unarmored Defense which recalculate AC continue to function as normal.

When you attack a creature with this weapon and roll a 20 on the attack roll, roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

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