Your family does not manifest its sorcerer powers like normal but fashion a weapon that they can employ from their star power.
1st Level
- Weapon is magical and requires no upkeep, sharpening or care. It hits things requiring magical weapons and cannot be dispelled.
- It can shed light, up to 5ft brightly or dimly, at your command.
- If taken, dropped or removed from your person, it turns into starlight and fades.
- You can summon it with an action or dismiss it with a free one.
6th Level
- Weapon takes on your CHAR bonus, which is split between to hit and damage. The assignment is permanent when made and must have at least 1 in each, unless your bonus is only (1). However, when/if your CHAR raises enough to gain an additional bonus, then you can re-define the split.
- Weapon gains a minor power
14th Level
- Weapon gains another minor power
- Weapon gains a major power
Minor Powers:
- Always at hand; never need to draw it, it appears in hand without thought
- Glows when near a specific “thing”; glow is visible
- Swift; +2 initiative on the first round of combat (only)
- Floats; in the air and can hold your weight but slowly drops (feather fall)
- Quiet; blade makes no noise, even if clashing with other things
- Salted; any food touched by it will never spoil
- Pointing; can point to a “thing”, defined when taken
- Noble; weapon is always clean, cannot be tainted or discolored. Can provide the same effect to its wielded but only once per short rest.
- Sharpening; puts a keen edge on any weapon placed next to it for a short rest
- Duplicate; you can have a duplicate of your weapon (cannot duplicate major powers)
- Magic; gains the effect of a cantrip
- TBD (choose or propose something)
Major Powers:
Exactly what you think
- Slaying
- Smiting
- Vorpal/Sharpness
- TBD (choose or propose something)
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