My Documents
Become a Patron!
# Angel's Grace ## *Weapon (Rapier), divine artifact, (requires attunement by a cleric or paladin of good alignment)* ## *"Love and light must be nurtured, not forced into existence. No one is born evil, all have the opportunity to redeem themselves, and so I will assist them in their redemption. But for those who refuse, they will meet their deity soon, for I will be the one to send them on their way, and may their deity have mercy on them, for I shall have none."* —Kazumi Faemira, Arch Seraph of Sune ## Angel's Grace is a +3 rapier that was forged by a blacksmith of the Boros Legion, and enchanted by Kazumi Faemira, Archangel of Sune, of the Selesnya Conclave. This rapier was enchanted as part of Kazumi's redemption and ascension back to Arborea to serve at Sune's side. The blade has gold inlays worth 2000gp; the hilt looks like silver angel feathers, and there are runes that adorn the blade itself in gold. As a divine weapon, you may use wisdom or charisma instead of strength or dexterity. ## Angel's Grace deals 1d8 piercing damage, and it gives an additional 1d8 to Cleric's Divine Strike or to Paladin's Improved Divine Smite damage. You are considered to be proficient with Angel's Grace even if you are not proficient with rapiers. This rapier also grants +3 to damage and attack rolls. ### Abilities **Divine Flare.** *(3 points)* As a bonus action, you call forth your deity's power. Angel's Grace's blade turns from metal to holy flame for one minute. For the duration, the following effects are active: - The blade sheds bright light in a 10 foot radius and dim light for another 10 feet. - On a hit, Angel's Grace deals radiant damage instead of piercing. - While this effect is active, you can use your action to make a single ranged spell attack against a target you can see within 30 feet. On a hit, this deals damage as though you had struck the target with a melee attack. Once this property has been used, it cannot be used again until the next dawn. You may dismiss the effect early as a bonus action. ## **Divine Judgment:** *(3 points)* Your divine power granted by your deity focused through the weapon will add 8d8 radiant damage on the next successful hit. Once used, this property cannot be used again until the next dawn. ## **Angelic Guard.** *(2 points)* On your reaction, you can fly up to your movement speed to cover any creature you can see within range, and protect them from damage that would otherwise be dealt to them by an attack. You take half the damage the would otherwise be dealt to the target protected. This movement does not provoke attacks of opportunity. Once used, this property cannot be used again until the next dawn. ## **Evil's Bane.** *(2 points)* When used against fiends and undead, you score a critical hit on a 19-20. ## **Atonement:** *(1 point)* By tapping the sword on both shoulders of a willing creature, you cast Ceremony (Atonement) through the Rapier. You automatically succeed the insight check, and you restore the target creature's original alignment, and clear them of all their sins. Once used, this property cannot be used again until a week has passed. ## **Mercy.** *(1 point)* Knowing that all have the capability to redeem themselves, you intercede on their behalf. Using your reaction, you may use Angel’s Grace to absorb a lethal blow dealt to a creature by an ally within 30 feet of you. The resulting damage dealt by this ally will instead become nonlethal no matter the source or type of damage, and the creature will be knocked out instead of killed. ## **Angel's Grace.** *(1 point)* You are shrouded by the grace of angels. While attuned to this artifact, you have advantage on saving throws against being charmed or frightened. In addition, when you strike with this weapon, phantasmic angel feathers appear, disappearing when they float one foot away from the weapon. ##
Credits: Art by DragonFu, weapon design by Kira Ametrine
\pagebreakNum ### Sentience Angel's Grace is a sentient weapon inhabited by the soul of Kazumi Faemira, who willingly bound herself to the weapon after completing her redemption. Her ultimate desire is to become whole again by finding her other half in the multiverse. - **Alignment:** Lawful Good - **Intelligence:** 15 - **Wisdom:** 24 - **Charisma:** 20 ## *Angel's Grace* can communicate telepathically with its wielder within a range of 60 feet. Its voice is calm, melodic, and filled with unwavering resolve, often offering encouragement or insight to its wielder. The weapon can also understand and read Common, Celestial, and Elvish, but it communicates solely in Celestial if it chooses not to bond with a creature. #### Personality: The sentience of Angel's Grace reflects Kazumi Faemira’s soul—compassionate, determined, and steadfast in her quest for unity and redemption. She values acts of selflessness, kindness, and the pursuit of meaningful goals that align with her divine mission. The weapon rejects those who act out of selfishness, cruelty, or malice. ## \columnbreak **Goals:** To guide its wielder toward personal growth, redemption, and the discovery of their true purpose. Ultimately, the weapon seeks its other half—a soul destined to unite with it to achieve wholeness. - Conflict: If the wielder commits an act that the weapon deems evil or morally reprehensible, Angel's Grace will suppress its powers and refuse to communicate until the wielder makes reparations. ### Protection Aura: Any creature that attempts to grab Angel's Grace without its consent triggers the following effect: - The creature must make a DC 20 Wisdom Saving Throw. - Non-good aligned creatures: Roll at disadvantage. - Evil creatures: Automatically fail. - On a failure: The creature takes 3d8 radiant damage and is stunned for 1d4 rounds. forced to drop the weapon. - On a success: The creature takes half damage and is not stunned but is still forced to drop the weapon. - **Special Condition:** This damage cannot reduce a creature’s hit points below 1 unless the creature is evil. - A creature must make a *conscious effort* to grab the weapon for this effect to activate. ### Unlocking Abilities: Angel's Grace will not fully reveal its powers until it deems its wielder worthy. As the wielder grows and accomplishes goals aligned with the weapon’s values, it will unlock additional abilities. These abilities might include radiant damage enhancements, healing effects, or protection spells. These can be created by the DM. # Ancestral Weapon This weapon can be used as an ancestral weapon. Starting out, the player begins with 2 points they may spend in any way they choose to activate the weapon's various abilities and characteristics. This weapon grows with the player and the player will gain more points as they engage in actions that align with the soul's desires. In addition, the abilities can become locked at random (the DM chooses) should the player begin to act in a manner contrary to the desires of the soul within this weapon. ## Though the weapon is a +3 Rapier, the DM may choose to make it simply a magical rapier and the player may spent one ancestral point to give it a +1 bonus to attack and damage up to 3 times for a maximum of +3 bonus to attack and damage rolls. Alternatively, DMs may choose to use the following table for ancestral points to be used to make it more difficult to upgrade the damage and attack bonus: | Bonus | Points | | :-----: | :------: | | +1 | 1 | | +2 | 2 | | +3 | 3 | When given to characters, the following table outlines the number of points recommended based on starting character level. Use the alternative points if using the table above. | Character Level | Points | Alternative Points | | :-----: | :------: | :-------: | | 1-4 | 2 | 3 | | 5-8 | 4 | 6 | | 9-12 | 6 | 8 | | 13-16 | 8 | 10 | | 17-19 | 13 | 16 | | 20 | Fully Unlocked | Fully Unlocked | \pagebreakNum # Destruction of Angel's Grace Given the divine nature of Angel's Grace and its sentient connection to the soul of Kazumi Faemira, destroying the weapon requires an extraordinary series of events. As an artifact, it cannot be destroyed by conventional means and requires specific, narrative-driven steps. ### Breaking the Connection of Souls - *Angel's Grace* is tied to Kazumi Faemira's soul, which exists within the weapon. To destroy it, one must sever this soul’s connection to the weapon. - This can only be achieved through the use of powerful necromantic magic—such as a Wish spell used with malicious intent, or a 9th-level soul severing ritual (DM-created) performed under extremely precise conditions. - The ritual must be cast in an area where the boundary between life and death is weakest—such as the Shadowfell, the Negative Energy Plane, or a place where countless souls have perished (e.g., a battlefield or cursed graveyard). ### The Cleansing Flame of Redemption - The shattered remains of *Angel's Grace* must then be purified and consumed in the divine **Flames of Redemption**—a mythical fire that exists only in the heart of an angelic being that has fallen into corruption (e.g., a fallen Solar or Planetar). - This flame represents the perversion of Kazumi’s mission for redemption. Destroying the weapon in this fire snuffs out her soul’s presence entirely, preventing it from ever being reunited or reincarnated. ## Consequence of Destruction - If *Angel's Grace* is destroyed, Kazumi Faemira’s soul is torn asunder, scattering across the multiverse. This act disrupts the delicate balance of her existence and ensures that she will never find her other half or achieve wholeness. - As a result, any creature who destroys the weapon willingly must make a DC 25 Charisma Saving Throw or suffer the following permanent effects: - Cursed by divine forces, the creature is marked as Soul Breaker, preventing any form of resurrection or reincarnation. - The creature is haunted by Kazumi’s anguished echoes, manifesting as nightmares and visions of her fragmented soul. - Even on a success, the creature feels an **eternal sense of loss and emptiness**, as if a piece of their own soul has been torn away. - A creature who destroys *Angel's Grace* in this way will earn the ire of Sune and the other half of Kazumi's soul. Both will always know its location at all times regardless of what plane they exist on.