Hellforged Weapons

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Hellforged weapons are created from (and some believe are used to torment) the souls of the damned in Hell. They are frequently found in the possession of Devils and their faithful servants.

Hellforged weapons cannot be damaged by normal means. Blades do not lose their edge, hafts do not splinter, and normal corrosion and decay does not occur. If a fumble results in weapon damage, the weapon appears to break normally but will "heal" by the following day.

Hellforged weapons can be cleansed by performing a specific action or ritual. Successfully purifying a Hellforged weapon is classified as an act of "Good" and any character doing so is awarded experience equal to the value of the item in question.


Illiya

Light Crossbow +1, Autoloading

This weapon appears to be made from laminated strips of willow with a cast iron bow and rough hemp string. The wood feels perpetually damp and slightly spongy to the touch. The string feels waterlogged and ready to break but functions normally.
In order to attune to this weapon, the user must submerge the weapon in water. The weapon will struggle and make the sound of a crying baby (DC10 WIS save) but will not be fully attuned until the crying has stopped.
Once attuned the weapon generates its own ammunition (which appears as a bolt of solidified but not frozen water), cocks itself when the stock is squeezed, and does an additional 1d8 water damage on hit. Enemies that can breathe underwater are immune.

Witchhunter

Adamantine Rapier +3

This blade takes on the appearance of a swept rapier made of cast iron. The blade is heavy for a rapier and has no flex but the balance is accurate and the point resilient. It can only be attuned by exposing it to Hag's Blood.
The keeper of the blade must make a DC11 WIS save each night or be plagued by nightmares of brutal skirmishes against Orc and Goblin hordes. Three consecutive failures cost 1 level of Exhaustion. While attuned to the sword, the keeper emits a foul body odor that gives disadvantage to CHA checks.
While holding the blade, the keeper can parry spells as a Ring of Spell Turning as a reaction. If the wielder saves, the spell is cast away harmlessly and any on_success effects do not take place. If the wielder succeeds by 10 or more the spell is reflected on the caster.

Miniel's Gift

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