Hofund
Hofund, the sword of Heimdall, was forged by the dwarves as a gift to Asgard. It was made from the tears of rock and the thoughts of trees.
Hofund is a magical relic item obtained from slaying Heimdall.
Hofund
Hit: +3 to attack rolls
Damage: 2d6 slashing + 2d6 fire + 2d6 radiant
Reach: 10 ft.
Hofund's Aura: You may stab this weapon into the ground as an action, activating its holy aura. This holy aura deals 2d6 fire damage and 2d6 radiant damage to all creatures of evil alignment within 60 feet of the blade at the end of your turn.
You may spend an action to draw the blade from the ground and end the holy aura.
- Greatsword
- Legendary Artifact
- Attunement by a creature with good alignment
- Heavy
- Two-handed
- Reach
- 40 lbs
Mechanics & Inner Workings
Heavy
Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Two-handed
This weapon requires two hands when you Attack with it.
Reach
This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.
Attunement
Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
40 lbs
Base Price
50,000 gp
Related Myths
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