Master Sword, Variant (5e Equipment)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing links. This should be split into multiple equipment pages. 13:55, 27 February 2024 (MST)


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Weapon (longsword), legendary (requires attunement by a Good-aligned Fighter)

This is a holy sword with the power to seal away the darkness, blessed by the Goddess Hylia. The Master Sword has a +3 to attack and damage rolls made with this weapon. In addition, any neutral or evil aligned character who tries to pick this sword up will suffer 2d12 radiant damage each turn they continue to hold it, and fiend and undead will suffer 3d12. While wielding this weapon, you cannot be cursed.

Sword Beam - When you hit points are equal to your hit point maximum, every attack you make has a beam of energy shoot out of the sword in a line for 30 feet, or until it hits something. This beam does 2d8 radiant damage and can be combined with the damage of your sword if the creature hit is within 5 feet.

Dispel Barrier - Once per day, you may use the inner light of your sword to dispel one magic barrier your sword is touching.


Variant: Goddess Sword

Weapon(Short Sword), Legendary (Requires Attunement by a Fighter)

This is a holy sword blessed by the goddess Hylia with helpful spirit named Fi. It isn’t anything special now, but it has great potential. This weapon has a scabbard for it manifest upon your back upon obtaining it. Through trials and tribulations (AKA when the DM says good job, you earned it) it can become the Goddess Longsword.

This Sword has 5 charges. While it is on your person, you may take an action to expend charges and gain the following effects.

Guidance(1 Charge) Fi can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.

True Strike(1 Charge) Fi can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.

Skyward Strike(1 Charge) You can spend your action pointing your sword skyward and drawing in godly energy. Starting on your next turn, the next time you make an attack, this energy will slice the air in a line for up to 30 feet, dealing 2d6 radiant damage to the first creature it hits. The damage increases by 1d6 if the target is an undead or a fiend. You many add your sword damge to this if you hit a creature within 5 feet of you. While charged, your sword will shed bright light for 10 feet and dim light for 10 feet until you use this ability. The Goddess sword regains all charges at dawn.

Dousing - You may spend 5 minutes familiarizing yourself with an object, animal, plant, or creature that you have seen before. Your sword now points directly toward this thing, regardless of buildings or obstructions, and vibrates slightly when within 30 ft of it. You can dispel this effect with a bonus action. If you do so, you may start dousing again for the same object without taking the 5 minutes to study it. If the thing you are searching for is more than a mile away, this automatically fails. You can douse for a different thing by spending 5 minutes thinking about that thing instead.

Sentiance - Fi is a sentient weapon of the Lawful Good alignment, with an Intelligence of 20, Wisdom of 16, and a Charisma of 10. It has vision and hearing that match with the wielder’s abilities. It can communicate telepathically with the user, but can also can assume a projected form outside of the sword that can be used to speak with others. Fi understands all languages.

Personality- Fi is very robotic and emotionless in her speech patterns, and defer’s to her user as her master. She has a tendency to give statistics and tell the general chance of success of a course of action. Her goal is to see her wielder carry out the Goddess’s will, and will do everything in her capacity to help her user. She can develop friendships of a sort, despite not particularly understanding emotions herself. She will also constantly remind you that your Wii Remote batteries are low.


Goddess Longsword

Weapon (Longsword) Legendary (Requires attunement by a Fighter)

This weapon, with it’s stronger reach and damage, is starting to show it’s first true glimpses of power. It can become the Goddess White Sword through continued efforts on the part of the wielder. It has a +1 to attack and damage rolls made with this weapon.

This Sword has 10 charges. While it is on your person, you may take an action to expend charges and gain the following effects.

Guidance(1 Charge) Fi can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.

True Strike(1 Charge) Fi can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.

Identify(3 Charges) Fi can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.

Skyward Strike(1 Charge) You can spend your action pointing your sword skyward and drawing in godly energy. Starting on your next turn, the next time you make an attack, this energy will slice the air in a line for up to 30 feet, dealing 2d8 radiant damage to the first creature it hits. The damage increases by 1d8 if the target is an undead or a fiend. You many add your sword damage to this if you hit a creature within 5 feet of you. While charged, your sword will shed bright light for 10 feet and dim light for 10 feet until you use this ability. The Goddess Longsword regains all charges at dawn.

Sentiance and Dousing properties carry over, however, you can now have 2 things that you can keep ready for dousing without the 5 minute penalty for switching.

Goddess White Sword

Weapon (Longsword) Legendary (Requires attunement by a Fighter)

Fi is the one getting a major upgrade this time, giving her increased abilities and knowledge. Through even more hard work and enriching dungeons, you can transform your sword into the Master Sword. It has a +1 to attack and damage rolls made with this weapon.

This Sword has 15 charges. While it is on your person, you may take an action to expend charges and gain the following effects.

Guidance(1 Charge) Fi can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.

True Strike(1 Charge) Fi can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.

Identify(3 Charges) Fi can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.

Commune with Nature(5 Charges) Fi can use her knowledge to tell you information of the surrounding area. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The ability doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Legend Lore(5 Charges) Name or describe a person, place, or object. Fi tells you a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. Skyward Strike(1 Charge) You can spend your action pointing your sword skyward and drawing in godly energy. Starting on your next turn, the next time you make an attack, this energy will slice the air in a line for up to 30 feet, dealing 3d8 radiant damage to the first creature it hits. The damage increases by 1d8 if the target is an undead or a fiend. You many add your sword damage to this if you hit a creature within 5 feet of you. While charged, your sword will shed bright light for 10 feet and dim light for 10 feet until you use this ability. The Goddess White Longsword regains all charges at dawn.

Sentiance and Dousing properties carry over, however, you can now have 3 things that you can keep ready for dousing without the 5 minute penalty for switching.

Master Sword

Weapon(Longsword) Legendary (Requires attunement by a Good-aligned Fighter)

The blade is now showing it’s true powers, but it still isn’t powerful enough for whatever big baddie your dm has planned. Maybe if you go through a couple more water temples, you’ll get the T R U E Master Sword. Your current Master Sword has a +2 to attack and damage rolls made with this weapon. In addition, any neutral or evil aligned character who tries to pick this sword up will suffer 2d12 radiant damage each turn they continue to hold it, and fiend and undead will suffer 3d12.


This Sword has 20 charges. While it is on your person, you may take an action to expend charges and gain the following effects.

Guidance(1 Charge) Fi can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.

True Strike(1 Charge) Fi can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.

Identify(3 Charges) Fi can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.

Commune with Nature(5 Charges) Fi can use her knowledge to tell you information of the surrounding area. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The ability doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Legend Lore(5 Charges) Name or describe a person, place, or object. Fi tells you a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

Dispel Magic(10 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching. Remove Curse(10 Charges) You can remove one curse affecting yourself through the light of your blade.

Skyward Strike(1 Charge) You can spend your action pointing your sword skyward and drawing in godly energy. Starting on your next turn, the next time you make an attack, this energy will slice the air in a line for up to 30 feet, dealing 4d8 radiant damage to the first creature it hits. The damage increases by 1d8 if the target is an undead or a fiend. You many add your sword damage to this if you hit a creature within 5 feet of you. While charged, your sword will shed bright light for 10 feet and dim light for 10 feet until you use this ability. The Master Sword regains all charges at dawn.

Sentiance and Dousing properties carry over, however, you can now have 4 things that you can keep ready for dousing without the 5 minute penalty for switching.

True Master Sword

Weapon (Longsword) Legendary (Require attunement by a Good-aligned Fighter)

Well now, you’ve done it. You’ve become a true hero, you’ve attained a Sword spoken about in legends themselves. For better or for worse, you’re now tied to that legacy. The True Master Sword has a +3 to attack and damage rolls made with this weapon. In addition, any neutral or evil aligned character who tries to pick this sword up will suffer 3d12 radiant damage each turn they continue to hold it, and fiend and undead will suffer 4d12. This Sword has 30 charges. While it is on your person, you may take an action to expend charges and gain the following effects.

Guidance(1 Charge) Fi can advise you on how to approach the current situation, giving you a d4 to add to your next skill check.

True Strike(1 Charge) Fi can give you insight just how to attack a monster, giving you advantage on your next attack roll against it.

Identify(3 Charges) Fi can tell you what sort of magical influences are present in an object or creature, and give you insight on how to use the items.

Commune with Nature(5 Charges) Fi can use her knowledge to tell you information of the surrounding area. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The ability doesn’t function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water

• prevalent plants, minerals, animals, or peoples

• powerful celestials, fey, fiends, elementals, or undead

• influence from other planes of existence

• buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Legend Lore(5 Charges) Name or describe a person, place, or object. Fi tells you a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

Dispel Magic(10 charges) You can use the inner power of your sword to dispel any magical barrier your sword is touching.

Remove Curse(10 Charges) You can remove one curse affecting yourself through the light of your blade.

Divination(15 Charges)Your connection to the Goddess Hylia puts you in contact with her. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Skyward Strike(1 Charge) You can spend your action pointing your sword skyward and drawing in godly energy. Starting on your next turn, the next time you make an attack, this energy will slice the air in a line for up to 30 feet, dealing 5d8 radiant damage to the first creature it hits. The damage increases by 1d8 if the target is an undead or a fiend. You many add your sword damage to this if you hit a creature within 5 feet of you. While charged, your sword will shed bright light for 20 feet and dim light for 20 feet until you use this ability.

Quickened Skyward Strike(8 Charges) You can use your Skyward Strike as a bonus action, instead of an action. The Master Sword regains all charges at dawn.

Sentiance and Dousing properties carry over, however, you can now have 5 things that you can keep ready for dousing without the 5 minute penalty for switching


Back to Main Page5e HomebrewEquipmentMagic Weapons

Home of user-generated,
homebrew pages!


Advertisements: