Frostmourne (5e Equipment)

This page was marked as abandoned on 19:31, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: See the talk page.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Weapon(greatsword), legendary (requires attunement)

A runeblade that hungers for victims, frostmourne is a forgotten relic. Growing with the souls it devours, it also takes a part of the wielders own soul.

Hunger Unending As you slay foes and consume their souls, the blade grows stronger. Beginning at level 1, it gains a +1 bonus to all attack and damage rolls. Beginning at level 5, it gains a +2 bonus to all attack and damage rolls. Beginning at level 10, it gains +3 bonus to all attack and damage rolls. Beginning at level 15, it gains a +4 bonus to all attack and damage rolls.

Icy Death The icy touch of the soul fragments remain on the edge of this blade, reducing the speed of creatures hit by 5 feet for 1d4 hours. Beginning at level 10, the sword also deals 1d4 bonus cold damage. Beginning at level 15, the sword deals 1d6 bonus cold damage instead, and reduces the speed of creatures hit by 10 feet.

Eternal Emptiness You must make a DC 20 Constitution save at dusk every day to wield this weapon, and resist it's attack against your soul. On failure, you may have your alignment shifted to evil. However, you will stay lawful, neutral, or chaotic. Alternatively, you may take 1d12 necrotic damage per level, and keep your current alignment, at the cost of becoming immune to all healing effects until you are knocked down or become unconscious. If you fall unconscious from this effect more than twice, the sword will forcefully rip parts of your soul off to feed itself. Reduce your maximum HP by 5 every time you suffer this effect. This HP loss is permanent unless your alignment shifts to evil, and you pass a DC 20 Wisdom check to gain dominance over the weapon which has regarded you as weak. After attempting this check, you must complete a long rest before being able to try again. Each failure reduces your maximum HP by 5.


Back to Main Page 5e Homebrew Equipment Magic Weapons

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.