Summary
- Uses Wisdom for Attack and Damage Bonuses.
- +1 to attacks for every 2 blessings.
- +1d10 damage for every 2 blessings.
- 2d8 base damage.
- Sheds light in 5ft radius per blessing.
- Its light cannot be suppressed by any known means (though it does not pass through solid objects).
- Damage type is determined by active blessing.
- Counts as holy symbol for Ava'tr.
- Choose blade type when you first turn it on for the day.
- Change blade
Details
This beautifully ornate greatsword hilt is made from a twist of pure gold, silver, brass, bronze, and copper. Along the crossguard are set gems of every color, culminating in the pommel, which is shaped from a single diamond. When viewed with magical senses, Lightbringer emits a gentle but beautiful aura of evocation, conjuration, and abjuration.
Forged long ago, so long that not even the Council of Ancients can remember its creator, Lightbringer has long been a sacred treasure for followers of Ava'tr.
Initially, the hilt is inert, apart from the slight magical auras it emits. However, when taken to the primary shrine of a Constellation, the wielder may perform a ritual to receive that Constellation's blessing into the sword. Once powered in this way, the wielder can utter a short prayer to Ava'tr as a bonus action to cause a blade to extend from the hilt, turning Lightbringer into a +1 greatsword.
The exact nature of the blade that extends from Lightbringer's hilt is dependent on the blessing used to create it (details below). Once multiple blessings have been stored in the sword, the wielder may spend part of a short rest to change which blessing the blade is drawn from. This gem or metal is "attuned" and it glows brighter than the others.
As Lightbringer accumulates blessings, it grows in power, as do its magical auras. Whenever a new blessing is attained, the corresponding gem or metal on the hilt glows, giving off dim light within 5ft. This divine light cannot be extinguished by any known means. This light radius increases by 5ft for each accumulated blessing after the first.
Desperate Hour: the wielder may use their action to change which blessing is currently attuned. To do so, they utter a prayer to Ava'tr by making a DC 15 Charisma check. If the check succeeds, the blade immediately changes to the appropriate type in a flash of divine energy, and the new blessing's Surge is activated. Once this ability is used, it cannot be used again until the wielder finishes a long rest.
The DC for all checks related to this item (including Desperate Hour) is equal to
8 + Your Charisma Bonus + Number of Blessings
Blessing of Silver
Blade of Mists: Empowered by the blessing of Mekshtiss, Protector of the Lost, Lightbringer's blade is formed from a column of frigid, shifting mists. The blade's damage type changes to Cold.
When you get a critical hit the target is frozen in a block of ice. While frozen, the creature cannot breathe. At the beginning of each of its turns it must succeed a Constitution Saving Throw or begin suffocating. A suffocating creature can hold its breath for a number of rounds equal to its Constitution Modifier.
At the end of each of their turns they may attempt to break free of the ice by succeeding a Strength Saving Throw.
Surge: Every space within Lightbringer's light radius is filled with a frigid mist. This mist counts as heavy obscurement, and deals 1d6 Cold damage to any creature who enters it, or ends their turn inside it. It also freezes any water it touches, potentially creating slick surfaces.
While you are attuned to the Blessing of Silver, this mist's cold damage and any resulting slick surfaces do not affect you.
Blessing of Copper
Blade of the Mire: Empowered by the blessing of Gwynn-Moro, the Ever Branching Stream, Lightbringer's blade is formed from a pillar of dripping, wet mud. The blade's damage type changes to Bludgeoning.
When you get a critical hit the target is slowed as if wading through mud. While slowed their movement speed is halved, and they have Disadvantage on all Dexterity Checks and Dexterity Saving Throws.
At the end of each of their turns they may attempt to shake off the effect by making a Wisdom Saving Throw.
Surge: The ground within Lightbringer's light radius becomes thick mud. Any creature standing on this ground immediately sinks up to their waist in the mire. They have Disadvantage on Dexterity Checks and Saving Throws until they escape.
A creature may use half their movement attempt to escape the mire with a successful Dexterity (Acrobatics) check. If they fail, they remain trapped.
Any creature walking over this mud must succeed a Dexterity (Acrobatics) check or sink into the mire. Creatures starting their turn on the mire are also subject to this effect. Any creature whose weight (including items) is less than 2lbs is unaffected.
You treat the mire as solid ground as long as the Blade of the Mire is active. If you sheathe the blade or switch blessings, you are affected by the mire as normal.
Blessing of Ruby
Dragonfyre Blade: Empowered by the blessing of Cirethoel, the first constellation, Lightbringer's blade is made from a billow of yellow-orange flame. The blade's damage type changes to Fire.
When you get a critical hit the target bursts into flames. At the beginning of each of your turns they take 2d6 fire damage.
They may attempt to put the fire out by making a Dexterity Saving Throw at the end of each of their turns. These flames are not magical, and can be extinguished by normal means.
Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw or burst into flames as above.
Blessing of Bronze
Storm Blade: Empowered by the blessing of Octag, Rage of the Waters, Lightbringer's blade is made from a violently spinning storm of sharp water droplets. The blade's damage type changes to Piercing.
Due to the viciousness of the blade's storm, the Storm Blade scores a critical hit on both a 19 and a 20. Any critical hit also immediately douses any fires on or held by the target. If the fire is magical, then the target may succeed a Dexterity Saving Throw against your Spell Save DC to preserve the flame.
If the fire is part of the creature itself, then it has advantage on this save. On failure, all of your damage dice are maximized.
Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw. On failure, they are struck as if by a critical hit with the Storm Blade, suffering the damage and all relevant effects.
While you wield Storm Blade, you can move normally in water, as if affected by Freedom of Movement. In addition, you have advantage on saving throws against catching fire.
Blessing of Lapis Lazuli
Lightning Blade: Empowered by Bolgathus, Eye of the Storm, Keeper of the Grave, Lightbringer's blade is made from a lightning bolt seemingly frozen in time. The blade's damage type changes to Lightning.
When you land a critical hit on an opponent with the Lightning Blade, the blade leaps to nearby opponents. After the first attack is resolved, you can direct the blade to jump to another enemy within 10ft of the first. For the second attack, the attack roll is equal to the first attack roll minus one. If the new attack roll value would hit against the target's AC, then the second target takes the same damage as the first target (excluding the bonus damage from the critical hit). This effect can jump to a number of opponents equal to the number of blessings you have acquired, subtracting 1 from the attack value each time it jumps.
Whenever you succeed on an attack roll with the Lightning Blade and the attack is not a critical hit, you can expend one use of your Breath Weapon to treat your attack roll as a natural 20.
Surge: Each creature within Lightbringer's light radius must succeed a Dexterity Saving Throw. On failure, they take 2d6 Lightning damage and become electrified. If you succeed at a Lightning Blade attack against an electrified opponent, you can direct the blade to leap to other nearby opponents as with a critical hit (but with the current attack's attack roll as the starting point).
Blessing of Brass
Forge Blade: Empowered by Tiln, Watcher of Ways, The Maker, Lightbringer's blade is made from a pillar of molten metal. The blade's damage type changes to half Bludgeoning and half Fire.
When you land a critical hit on an opponent with the Forge Blade, the blade splashes molten metal in a cone behind the target. The cone is 5ft long per acquired blessing. This molten metal deals the weapon's base damage (including the magic bonus to damage). Creatures within the cone must succeed a Strength Save or become Grappled by the suddenly solidified metal.
Surge: Each creature within Lightbringer's light radius must succeed a Charisma Save. On failure, all metal objects they are holding become superheated, dealing fire damage equal to 1d8 per Wisdom Bonus. This damage goes down by 1d8 at the start of each of your turns. Unattended metal is automatically superheated, and might cause fires or other side effects.
More blessings will be revealed as you acquire them. . .