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Daybreak and Duskfall

Daybreak

Weapon (greatsword), legendary (requires attunement)

A golden blade that glows with the searing light of the rising sun. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an undead with it, that creature takes an extra 2d10 radiant damage.

Radiant Lance. As an action, you hold out Daybreak and a beam of brilliant sunlight lances out in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. Undead have disadvantage on this saving throw. Once this property has been used, it can’t be used again until the next dawn. If you have the Channel Divinity feature, you may expend a use of it to use this property instead.

Corrupting Thirst. When Daybreak deals damage to a living humanoid, it absorbs the blood and glows with the light of a sunset, transforming into Duskfall.

Duskfall

Weapon (greatsword), legendary (requires attunement)

A crimson blade that glows with the bleak light of the setting sun. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a living humanoid with it, that creature takes an extra 2d10 necrotic damage.

Craven Grasp. As an action, you strike down with Duskfall and a circle of magical darkness covers the ground below you in a 30 foot radius. Each creature in the circle must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 3d8 necrotic damage and is restrained until the end of your next turn as they are struck by blood red spikes from the circle. On a successful save, it takes half as much damage and isn’t restrained. Living humanoids have disadvantage on this saving throw. Once this property has been used, it can’t be used again until the next dusk. If you have the Channel Divinity feature, you may expend a use of it to use this property instead.

Increasing Corruption. You may attempt a ritual at dawn to transform Duskfall back to Daybreak. Roll a Religion check where the DC is the number of times Daybreak has transformed into Duskfall. On a success, Duskfall transforms back into Daybreak. On a failure, you must wait for the next dawn to attempt the ritual again.

Long ago, a great paladin led the divine armies against the vampire hordes and their dread lord. When she and the lord clashed, their hatred turned to passion, and eventually to love. Their union ended the war and produced an heir to the lord’s kingdom, but when her ability to walk in sunlight was discovered, the heir was spirited away to save her from the ambitious vampiric aristocracy who sought to steal her gift for themselves. Now she takes up her mother’s sword, slaying the renegades of her father’s court who seek to end the peace, but she must temper her bloodlust, lest she fall to the same thirst as those she hunts…

Our first ever item REVAMPED for Swordtember Prompt: SUN

Now with some updates to wording, lore, and our card format! (and the addition of my new favorite additional use rule from Seraph's Saber)


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