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Greensward

WEAPON ARTIFACT MAGICAL FINESSE PIERCING VEX Requires Attunement

Weapon (rapier), Artifact (requires attunement by a creature of Good alignment)

"A sword is not inherited from one's ancestors. It is borrowed from one's descendants."

- Ancient Grey proverb

Forged during the founding of Greynor, Greensward has served every reigning Grey monarch in turn. Although its appearance is elegant, close inspection reveals dozens of painstaking repairs. Tiny differences in the steel betray centuries of reforging, while the leather grip has been replaced countless times. Nothing about the weapon is ornamental. Every change was made to keep it in service.

Greensward embodies the philosophy of House Grey: preserve what is good, endure hardship, and turn adversity into protection for others.

Sentience

Greensward is not sentient.
Instead, it possesses an instinctive magical will that responds to acts of courage, sacrifice, and mercy. Its magic grows brighter when used to defend others and noticeably duller when wielded selfishly, though it never refuses its bearer.

Edge of Ages

Greensward scores a critical hit on a roll of 19–20
Whenever you score a critical hit, you may immediately expend any amount of stored energy (see Elemental Reservoir) as additional damage.

Properties

Greensward is a +3 Rapier
While attuned:
  • You have resistance to one damage type currently stored within Greensward.
  • You gain advantage on saving throws against being disarmed.
  • The weapon sheds dim silver light in a 10-foot radius whenever it holds stored energy.
  • Elemental Reservoir

    The defining ability of Greensward
    The sword may store elemental energy that would otherwise strike its wielder.
  • Absorption
  • When you take Acid, Cold, Fire, Lightning, Thunder, Poison, Radiant, or Necrotic damage from a spell, breath weapon, magical effect, or magical weapon, you may use your Reaction to absorb part of the attack into Greensward.
  • Reduce the damage by 5d10. The prevented damage is stored as Energy Charges; each point of prevented damage becomes one stored charge.
  • The sword may store up to 60 charges.
  • Only one damage type may be stored at a time. If a different damage type is absorbed, the previous energy dissipates harmlessly.
  • Force and Psychic damage cannot be absorbed.
  • Sword of Sharpness

  • Greensward functions exactly as a Sword of Sharpness.
  • Against creatures with limbs, natural 20s can sever appendages.
  • Against objects it deals maximum weapon damage.
  • Stored Resistance

    While Greensward contains stored energy, you gain resistance to that damage type.
    Example: If Greensward has absorbed lightning, you gain Lightning Resistance until the stored energy is expended.

    Elemental Riposte

    Once on each of your turns, when you hit with Greensward, you may expend up to 20 stored charges. The attack deals that much additional damage of the stored type.

    Arc of Retribution

    As an Action, you may unleash all stored energy. Choose one of the following.

    Focused Strike

    The next creature struck takes all stored damage, or half damage on a successful DC16 Constitution saving throw.

    Sweeping Wave

    A 60-foot-long, 10-foot-wide line of energy sweeps out of the rapier. Creatures make a DC 19 Dexterity save; On a failure, take all stored damage. On a success, half damage only.
    Type Damage Damage Type Mastery Range
    Martial Melee 1d8+3 / 2d8+6 Piercing / Force Vex Melee
    Cost: 730,000 GP

    Weight: 2.5 lbs.

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