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Swordtember Day 25 - Berserker

Finally, I managed to get out of a block... due to a series of rough situations, I was stuck with this prompt for quite some time. I want to say thank you to the patrons who encouraged me and gave me a lot of inspiration.

Frahagils Fang

Weapon (Shortsword), very rare (requires attunement)
This item was discovered during an investigation of a massacre on a merchant ship that was found drifting a few kilometers from Ariasfel port. The weapon that was later identified as Frahagils Fang is an item that forces The Grand Library to create a special squad to search and secure items made from Frahagils remains. It carries a strong curse that turns its wielder into an unstoppable killing machine resembling the Immortal Juggernaut itself. Their main concern is that based on the research done to this weapon, it’s discovered that this weapon are not made by anyone but grown into a weapon on its own and from the merchant’s journal, there are 10 other fangs currently missing.
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When you receive damage from a creature, your attack against that creature deals an additional 2d6 necrotic damage until the end of your turn. In addition, when a creature triggers an attack of opportunity from you, you can move up to your movement speed after making an attack against that creature.
Wrath of The Immortal. When your hit point is reduced to 0 for the first time in 24 hours, Frahagils Fang takes over your body, transforming it into a monstrous form. You can also use your action to stab your heart to instantly reduce your hit point to 0 and trigger this ability.
The Wrath of The Immortal is active for 1 minute. While under this effect, the sword is fused with your body. For the duration, you’re affected by the following effects:
- Having 0 hit points doesn't knock you unconscious. You still must make death-saving throws and suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until the effect ends, and you die then only if you still have 0 hit points.
- You can’t differentiate between ally or enemy. You have to attack the closest creature within your line of sight.
- You grow a natural weapon in the form of razor-sharp claws, fangs, and tails that deal 2d10 slashing or piercing damage. You can use your Strength or Dexterity modifier for the attack and damage rolls.
- You have a +1 bonus to attack and damage rolls made with your natural weapon. You gain an additional +1 for each failed death saving throw you currently have.
- Your AC increased by 2. You gain an additional +1 to your AC for each failed death saving throw you currently have.
This ability ends at the end of its duration or when a creature makes a grapple check against you to remove the weapon from your body.
When you died after the effect of The Wrath of The Immortal ended, you have to make a DC 15 Constitution saving throw. On a successful save, you’re unconscious but stabilized and gain 1 point of Curse of Wrath. If the total result is 20 or more, you’re revived with 1 hit point and not cursed. On a failed save, you gain 1 point of Curse of Wrath. If you roll a natural 1, you can’t be revived except with True Resurrection or Wish spell.
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Frahagil’s Curse of Wrath.
You're considered cursed when you have at least one point of the curse. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. Removing the weapon from you will not end the attunement. Instead, the removed weapon will disintegrate, and a new one will grow out of your body, causing unbearable pain.
If you take any damage while under the curse, you must make a Wisdom save with the DC 12 + the total point of the curse you currently have. On a failed save, you lose control and have to use your next turn to chase the attacker and make an attack against the attacker or the nearest hostile creature. You can willingly fail this save.
1 point. Part of your body is swollen and covered with dark scales. As the curse progresses, more parts of your body are also transformed.
2 points. You gain +1 to your AC. Each time you gain 1 point of the curse, you gain an additional +1 to your AC.
3 points. You gain a natural weapon such as a claw, fang, horn, or tail. It deals 1d6 piercing or slashing damage, you can use Strength or Dexterity modifier for the attack and damage rolls, and it’s considered magical. Each time you gain 1 point of the curse, you gain +1 to attack and damage using your natural weapon.
4 points. Your body is almost entirely transformed. You’re considered an aberration, and your maximum hit points are increased by five times your proficiency bonus.
5 points. You’re fully controlled by the curse. You see all creatures as enemies and will do everything you can to kill them. You no longer need the weapon to activate The Wrath of The Immortal.
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Swordtember Day 25 - Berserker Swordtember Day 25 - Berserker Swordtember Day 25 - Berserker Swordtember Day 25 - Berserker Swordtember Day 25 - Berserker

Comments

Thank you~ :D unfortunately not yet, but Frahagil is one of the recurring creatures that pops up in the lore every so often (since its body was scattered and some made into a powerful cursed items). So I do plan to make it properly at some point in the future.

Sinlaire

Beautiful weapon and art. I also live the lore that so many of your weapons have. Is there a monster stat block for the creature this came from?

Anthany

I love this weapon's gimmick of wanting to defy death, yet belligerently seeking combat. The levels of this curse are very tempting too, and i can see someone going off the deep end shockingly easy. I have two questions though; 1) Do successful saving throws still stabilize the uncontrolled Berzerker till the end of it's rage, do they get ignored outright like the weapon wants to kill the host. 2) With Remove Curse, would you picture it removing the curse entirely or reducing the curse's severity level?

Ned Kelsey

Fantastic because when you think of Berserker you think about weapons made out of beast parts.

Vanilla Ice


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