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# Final Breath: # The Crusade of Kazak The head of this maul is crudely fashioned from stone, and small chips and fissures along its surface tell the tales of countless battles it must have witnessed. The weapon is roughshod, clearly made to serve its purpose rather than to look impressive, but its construction is solid. The actually handle connected to the boulder of a head is made from a heavy, dark wood that is dense despite the middle of it being hollow. That hollow space is not entirely empty as what looks like a simple abacus with 20 black stones that reside within the middle of the handle. As hard as you may try and no matter which way you orient it, the stones do not move. Surrounding this and wrapping around the handle are rows upon rows of tallies, notched into its woodwork. If these are an accurate count of its wielders’ victories, then this weapon is responsible for the deaths of thousands.
## Forging of the Maul The warlords of the numerous barbarian clans which roamed the vast wilds often sported immense mauls, great weapons of force only those of incredible strength could wield. Of the warlords that possessed such weapons, none was more terrifying or bloodthirsty than Kazak Mountainborne, Crusade of Dectora. The barbarian was cruelly efficient in his conquests, leaving a trail of corpses and rubble in his wake as he led his clan from city to city, though it was not always the case for this famous warlord. When he was young and still learning the ways of war, he belonged to a small clan of about 20 members, his father being the leader. One day out, a much larger rivaling clan came forward and with no reason, slaughtered all in the clan, except Kazak, for they left him to be a testament to those that would dare defy the Legoro tribe of the East. Although alive, he was beaten within an inch of his life and vowed to avenge his tribe. Having been left with nothing, he scoured the surrounding mountainous terrain and made his maul with 20 beads, one for each of his clan that was slaughtered. He grew strong, found the leaders of the Legoro tribe and murdered them one by one. With each kill, he would move one bead up, and when all 20 had been moved, he would reset it and scratch one tally into his handle. He named this weapon of vengeance Final Breath, for any enemy that felt it's stone touch would be taking their final breath shortly after. His reputation grew so that seeing his banners on the horizon no longer caused cities to muster an army in resistance instead, prompting them to prepare food and gifts in hopes the clan would spare their homes from raiding. Kazak earned his namesake as the Crusade of the Dectora, as at one time 10 separate kings and clan leaders bowed to his whims, terrified to incur his wrath and see their provinces left in ruin. \columnbreak
Final Breath passed to Kazak’s sons and grandsons after the warlord died, but his memory remains with the weapon. The maul has a way of winning others over, building armies around its wielder of faithful soldiers. The legend says Kazak’s spirit and all previous wielders still travel with the old maul, evoking his blood thirst wherever it goes. There may not be any truth to this legend, but without fail, whenever Final Breath makes a kill, another bead is moved and possibly another tally added. ## Final Breath *Weapon, (Maul) legacy, (requires attunement by a barbarian)* When you attune to this weapon, a surge of energy rushes over your body, causing your muscles and veins to bulge. The endless tallies on the weapon briefly burn with light before becoming dormant again while the stones all shift to the bottom of the handle, resetting themselves with a loud crack. You immediately know the exact amount of tallies upon its handle without needing to count them.
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WEAPONS OF LEGACY | FINAL BREATH
\pagebreakNum Final Breath deals 2d6 bludgeoning damage and all attacks made with this weapon are magical. Whenever a person is killed by this weapon, one bead slides up to the very top of the handle. When all 20 stone beads have moved, they all reset down to the bottom and a new tally briefly glows and is added to the handle. Your tallies look different than those made by previous wielders but only you can discern which are yours. You also know how many tallies you have added to Final Breath. Final Breath is a **Weapon of Legacy** with a history of great power and anguish. There is a mysterious and ancient power that seems to be locked in the maul. Only those who have proven their worth are bestowed the secrets within. * **Warrior's Fortitude** - While attuned to this weapon and raging, you cannot be knocked prone, unless you allow yourself to be. ### Mark of the Warrior Final Breath feels your strength and potential you have brewing within. You hear a deep bellowing voice, almost as if mountains were speaking. *It seems another warrior has found me. To be a wielder, prove to me that those which commoners flee from, you disregard with ease* To reveal the first form of Final Breath, you must land the killing blow or deal the majority of damage to a creature of size Large or bigger; or reach level 5 (DM's discretion). Once you have done so, the following attributes are unlocked: You gain a +1 bonus to attack and damage rolls made with this magic weapon. * **Conquering Presence** - While attuned to this weapon, the might of Kazak radiates from your person, granting you advantage on Charisma (Intimidation) checks. * **Spirit of Kazak** - While attuned to this weapon, you can call forth the spirit of Kazak and cast heroism as a 1st level spell (even while raging), using your Strength modifier for its effect. This ability cannot be used again until the next dawn. ### Mark of the Executioner *You have shown to be an ample combatant, but to be a true wielder, you must have the stamina to continue the fight when all others have given up and no longer have the will to go on. Prove to me that you have the strength to win, even when you feel you have nothing left to give.* To unlock the second form of Final Breath, you must be bought to under 10% of your max health or have been knocked unconscious and brought back to defeat an enemy or encounter of significant challenge; or reach level 8 (DM's discretion). Once you have done so, the following attributes are unlocked: The tallies now swirl around the handle of Final Breath, showcasing the unfathomable amount of kills obtained with this weapon. The wielder can command this to start or stop as a free action * **Stubborn Vigor** - While attuned to this weapon and raging, once per round when you score a critical hit with this weapon to a creature that is not a construct or undead, you regain 2d8 hit points. * **Savage Fighter** - While attuned to this weapon and raging, When you hit a creature with an opportunity attack with this weapon, that creature takes an additional 1d10 bludgeoning damage. ### Mark of the Leader *You can certainly fight, but a true warlord not only knows how to fight, be lead as well. Show me that people will follow into the heat of battle, no matter the danger that awaits them* To unlock the third form of Final Breath, you must inspire/convince/intimidate a guild or band of adventures to help you and complete an endeavor that could lead to their death; or reach level 11 (DM's discretion). Once you have done so, the following attributes are unlocked: You now gain a +2 bonus to attack and damage rolls made with this magic weapon. * **Vitality of Kazak** - You have gained a deeper understanding and respect for the spirit of Kazak so when you cast Heroism, you now cast it at 3rd level. * **Strength of the Clan** - The raw power of all previous wielders of Final Breath begin to fuel your body, causing your Strength score to increase by 2 and can exceed 20, but not 30. * **Kneel Before Me** - While attuned to this weapon and raging, as an action you can smash the ground below you with Final Breath, causing all creatures within a 10 foot radius of you to make a Dexterity save against your DC which is 8 + Proficiency + Strength modifier. On a failure, they take 5d8 Force damage and are knocked prone. On a success, they take half damage and are not knocked prone. Once used, this ability cannot be used again until the next dawn. ### Mark of the Crusader *To those around you, they certainly know your strength but its time for all enemies to fear you. Show the nations that no matter who they send against you, the outcome will always be the same* To unlock the fourth form of Final Breath, you must land the killing blow to a rival warlord or champion of a nation of significant challenge; or reach level 14 (DM's discretion). Once you have done so, the following attributes are unlocked: The stone beads now have a mark or take on the visage of the kill they correspond with, resetting when the beads do. * **Constant Fury** - A small part of the fire that drives all barbarians is now ever present within you, meaning you no longer need to be raging to use Final Breath's abilities and you gain you an additional use of your rage. * **Invincible Vigor** - When you land a critical hit, you now heal 3d8 hit points. * **Savage Champion** - When you hit an opponent with an attack of opportunity, the additional damage you now deal is now 2d10
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WEAPONS OF LEGACY | FINAL BREATH
\pagebreakNum ### Mark of the Warlord *You have truly shown yourself to be a worthy wielder! Its time to for you to cement your legacy amongst Kazak and all previous wielders before. Leave your mark upon this weapon so all those after you will surely know who you are!* To unlock the true and final form of Final Breath, you must reset the stone beads around 10 times (200 kills); or reach level 17 (DM's discretion). Once you have done so, the following attributes are unlocked: You can now change any number of the stone beads to revert back to a previous mark or visage they have previously displayed, granting you the ability showcase your greatest kills! You gain a +3 bonus to attack and damage rolls made with this magic weapon * **Strength of the Hoard** - Kazak and all previous wielders of Final Breath deem you a true successor, bolstering your raw energy even further, causing your Strength score to have now increased by 4 and can exceed 20 but not 30. * **Essence of Kazak** - When you cast Heroism, you now cast it at 5th level and can use this ability twice before the next dawn. * **Grovel Before Me** - When you use your action to smash the ground with Final Breath, the radius has now increased to 20 ft and you can use this ability thrice before the next dawn.
Art Credit: Bethesda Studios: The Elder Scrolls Online Viking Armor Sword \columnbreak ## Final Form Stat Block ___ > ## Final Breath: The Crusade of Kazak >*Weapon, (+3 Maul) legacy, (requires attunement by a Barbarian)* > ___ > - **Damage:** 2d6 Bludgeoning. All attacks are magical > - **Kill Perk:** Whenever a person is killed by this weapon, one bead slides up to the very top of the handle. When all 20 stone beads have moved, they all reset down to the bottom and a new tally briefly glows and is added to the handle. >___ > > ### Abilities > ***Constant Fury -*** A small part of the fire that drives all barbarians is now ever present within you, meaning you no longer need to be raging to use Final Breath's abilities and you gain you an additional use of your rage. > > ***Warrior's Fortitude -*** While attuned to this weapon and raging, you cannot be knocked prone, unless you allow yourself to be. > > ***Conquering Presence -*** While attuned to this weapon, the might of Kazak radiates from your person, granting you advantage on Charisma (Intimidation) checks. > > ***Essence of Kazak -*** While attuned to this weapon, you can call forth the spirit of Kazak and cast heroism as a 5th level spell (even while raging), using your Strength modifier for its effect. You can use this ability twice until the next dawn. > > ***Invincible Vigor -*** While attuned to this weapon and raging, once per round when you score a critical hit with this weapon to a creature that is not a construct or undead, you regain 3d8 hit points. > > ***Savage Champion*** While attuned to this weapon and raging, when you hit a creature with an opportunity attack with this weapon, that creature takes an additional 2d10 bludgeoning damage. > > ***Strength of the Hoard -*** Kazak and all previous wielders of Final Breath deem you a true successor, bolstering your raw energy, causing your Strength score to increase by 4 and can exceed 20 but not 30. > > ***Grovel Before Me -*** While attuned to this weapon and raging, as an action you can smash the ground below you with Final Breath, causing all creatures within a 20 foot radius of you to make a Dexterity save against your DC which is 8 + Proficiency + Strength modifier. On a failure, they take 5d8 Force damage and are knocked prone. On a success, they take half damage and are not knocked prone. You can use this ability thrice until the next dawn.
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WEAPONS OF LEGACY | FINAL BREATH