With this, Swordtember / Archived Arsenal has started~!
Due to a certain event, we begin with the same prompt as Faith's official prompt. For this starting prompt, Wings, I'm going with the 'biblically accurate angel' since, apparently, I haven't made that kind of sword yet. However, as I brainstormed and arrived at "Paladin / Holy Knight" and "Oath," I also decided to integrate that theme.
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Swordtember Day 1 - Wings
Weapon (Longsword), legendary (requires attunement by a character of lawful alignment)
The Vestigial Vow is a weapon composed of two distinct parts: a sheath made from the severed pinky finger of a celestial and a sword formed from a tangle of wings sprouting from consecrated celestial flesh, imbued with a fragment of divine essence. This sword was once wielded by an extraordinary order of holy knights known as the Vessel Knights, followers of the Winged Mother, Tahravara, the goddess of law, order, redemption, and the mother of the winged ones. Each Vessel Knight formed a sacred bond with a celestial being who chose them, symbolized by the celestial gifting the knight their severed finger as proof of their divine connection. This order was also known as the Knights of Taboo, named for their unique ability to swear powerful oaths that imposed restrictions upon themselves in exchange for incredible power proportional to the severity of the restriction. The Vestigial Vow is the embodiment of this ability.
Unfortunately, during the First Chaos Insurgency, most Vessel Knights perished on the battlefield, and the few who remained were hunted down in the Celestial Hunt incident during the Second Chaos Insurgency. Only one Knight of Taboo has survived to this day: Tirisana the Thousand Arms.
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Divine Vow. To draw Vestigial Vow, you must swear one of the following vows. The sword remains sheathed and unusable unless a vow is sworn. While using this weapon, you gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down). Any effect inflicted on you because of the vow cannot be removed except by sheathing the sword as an action. When you attempt to sheath Vestigial Vow, you must succeed on a DC 15 Wisdom saving throw. If you fail, you cannot sheath the sword and must continue bearing its vow and effects.
Vow of Mercy. You cannot kill a creature; when you would deal damage that reduces a creature’s hit points to 0, the damage is negated instead. You deal an additional 3d6 psychic damage with this weapon, and when you deal damage that would reduce a creature's hit points to 0, the creature must make a Wisdom saving throw (DC = 12 + your proficiency bonus) or become charmed and unable to take any action that would deal damage or force a saving throw against another creature until the sword is sheathed. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.
Vow of Chivalry. You are unable to move away from the last enemy you attacked with this weapon. When you hit a creature, it becomes marked; you have disadvantage on attacks against creatures other than the one you marked. Against the marked creature, you deal an additional 2d6 radiant damage, and once per turn, when you hit the marked creature, it must succeed on a Strength saving throw (DC = 12 + your proficiency bonus) or be knocked prone.
Vow of Solitary. You become blind and deaf, but you gain blindsight out to a range of 15 feet. Your reach with this weapon increases by 10 feet, and you deal an additional 2d6 necrotic damage. You can make an opportunity attack against any creature that enters or leaves your blindsight area. When you hit with an opportunity attack, the creature’s movement speed is reduced to 0 until the start of its next turn.
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All the files will be added to a new Swordtember 2024 folder that you can find in the Vault
Nedzilla
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