Cleaver of Stars - Magic Item (Patreon)
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🌟⚔️💥 Deep in the magical forests, there's a group of tough elves known as the elven barbarians. Unlike other elves, they don't focus much on fancy magic or using bows and arrows. Instead, they love showing off their mighty strength and fighting up close with big weapons.
One of their favorite weapons is a special greatsword called the Cleaver of Stars. It’s made from a cool, secret mix of metals and shines just like the night sky. When they hit something with it, a big burst that looks like a star exploding lights up the spot!
These elven barbarians live in hidden places where the stars seem to move and shimmer in the sky above. The stars and the magical woods around them inspire their way of fighting and living. So, this sword, shining and bursting like a star, feels just right in their powerful hands. 🌟⚔️💥
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Cleaver of Stars
Weapon (greatsword), very rare (requires attunement)
This majestic greatsword is forged from a mysterious alloy, its blade shimmering like a starlit night. When it strikes true, it releases an burst reminiscent of a supernova.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, whenever you hit with an attack using this weapon, you can choose to deal an extra 1d6 radiant damage or 1d6 force damage.
Supernova Cleave. When you reduce a creature to 0 hit points with this weapon, you can unleash the power of the stars contained within the blade. An explosion erupts either to the left or right side (your choice) of the target, affecting all creatures in a 15-foot cone. Each creature in the area must make a Wisdom saving throw (DC 16). On a failed save, a creature takes 2d12 radiant damage plus 2d12 force damage and becomes disoriented by the cosmic energy. On its next turn, it must roll a d4 to determine its direction:
- North (or forward)
- South (or backward)
- East (or left)
- West (or right)
The creature then uses its movement to go 10 feet in the determined direction. If the creature encounters a wall or another solid barrier, the GM determines
the subsequent direction it will head in. On a successful save, a creature takes half damage and isn't disoriented.