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### Glory *Rare shortsword, requires attunement* ___
*An elegant weapon fit for the tournaments of lords and knights, it bears subtle enchantments to ensure a thrilling and honorable fight*
***Precision attacks.*** This weapon has **+1** to rolls made to hit. You can use your bonus action to quickly analyze your opponent's form, for this turn when you make any attack actions against that target instead of rolling to hit they must evade your strikes by making a dexterity saving throw of DC = 9 + your proficiency modifier + your dexterity or strength modifier, whichever is higher. On a failure they are hit as normal. ___ ***Defensive posture.*** While you wield this blade and have your offhand free you gain **+1 AC**. ___ #### You and me. As a bonus action you may speak to a creature you can see within 60 feet, "I challenge you, for honor, and Glory" and cast *compel duel* from the sword. The save DC is 8 + your proficiency modifier + your dexterity or strength modifier, whichever is higher. - ***One for the Money*** When you speak the challenge you must toss between 10 to 50 gold pieces into the air, your opponent is compelled to match this gesture if they are able. The gold vanishes midair before falling. - ***Two for the Show*** During the duel this weapon gains **+1** to attack and damage rolls. **Both** duelists gain an **expanded critical hit range** of 19-20 during the duel. - ***Three to make Ready.*** When the duel begins you gain temporary hp equal to twice your dexterity or strength modifier - whichever is higher. - ***And four to GO!*** Both duelists gain 15 feet of speed while dueling but only if that movement would bring them closer to their opponent. ___ If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, if you or the target are incapacitated **the duel ends**. ___ When the duel ends in the incapacitation of one duelist by the other without interruption, the gold from earlier falls to the ground beside the victor - less 5 gp, and the victor may immediately spend a hitdice as a reaction. ##### Curse During the duel the wielder is subject to the same compulsion of the *compelled duel* spell. They must make a wisdom save if they attempt to attack another creature or flee the range of the duel (30 feet), if they fail the sword forces them to move towards and attack the target with their remaining movement and actions. If either duelists critically strike during the duel, both are instantly teleported into a demiplane that consists of a gladiatorial pit arena, surrounded by thunderous cheering crowds. When the duel ends with incapacitation, the arena may call for the loser to be executed by the victor - failure to please the crowd (RP is encouraged - persuasion or performance can be used) results in the victor taking 4d8 psychic damage. Either way the duelists are then teleported back to their original plane. The gold is doubled for a duel in the arena unless the crowd was left displeased, in which case no gold is returned.