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Broken Blade of Banatruul
Paragon Level
Weapon: Greatsword
Enhancement: Attack rolls and damage rolls
Property: The Broken Blade emits dim light within 5 squares at all times.
Property: If you roll a natural 20 on an attack roll, you gain a +2 bonus on attack rolls for the rest of the encounter. If you roll a natural 1 on an attack roll, you suffer a -2 penalty on attack rolls for the rest of the encounter.
Power(Encounter, Free Action, Force): Use this power when you hit a target with the Broken Blade. You can attack the target with Cloud of Daggers (Wizard 1), and you can attack with your Strength, Constitution, or Dexterity instead of your Intelligence. This attack does not provoke opportunity attacks.
Power(Daily, Standard Action, Force): You cast the shards of the Blade out in a whirling storm to shred your foes before they return to the field that holds them together. Area Burst 2 within 10; your choice of Strength, Constitution or Dexterity vs. Reflex; 3d10 force damage, half damage on miss.

The Broken Blade of Banatruul is an artifact. It is actually a pair of blades, named Dawnblade and Duskblade, which share common properties, but have different intents and powers for those who have proven themselves.

The Blades generally favor combat - a desire for glory by defeating strong enemies, and the constant lookout for dangerous battles. The Dawnblade desires the protection of comrades, while the Duskblade demands the domination of enemies.

Concordance
Starting Score 5
Owner gains a level +1d10
Defeat an enemy 4 or more levels higher than you +1
Protect a dying comrade (Dawnblade only) +1 (max 1/encounter)
Execute a prisoner (Duskblade only) +1 (max 1/day)
Owner of other Broken Blade defates an enemy 4 or more levels higher than you -1
Every month remaining in the same community -1
Every two weeks without a battle (not counting sparring) -1
Pleased (16-20)
  • Property: If you roll a natural 19 on an attack roll, you gain a +2 bonus on attacks for the rest of the encounter.
  • Power (Dawnblade only) (Daily, Minor Action) (Force): You take ongoing 5, 10 or 15 damage (save ends), and add an equal amount to the damage you deal with your next hit before the end of the encounter.
  • Power (Duskblade only) (Daily, Minor Action) (Force): Your next successful attack deals ongoing 10 necrotic damage (save ends), and every time your enemy takes ongoing damage, you heal 10 hit points.
Satisfied (12-15)
  • Power (Dawnblade only) (Encounter, Minor Action): Until the end of your next turn, you and allies adjacent to you gain a +2 bonus to all defenses.
  • Power (Duskblade only) (Encounter, Minor Action): Until the end of your next turn, your melee attacks can target Reflex defense instead of AC if you wish.
Normal (5-11)
Unsatisfied (1-4)
  • Property: You take a -2 penalty to all defenses against an enemy you have not yet attacked in an encounter.
Angered (<0)
  • Property: If you roll a natural 20 on an attack roll, you gain a +2 bonus on attack rolls for the rest of the encounter. If you roll a natural 1 on an attack roll, the Broken Blade disappears and returns at the end of the encounter.
  • Property: You are compelled to remain in battle. When an enemy attacks you, you cannot move away from that enemy until the end of your next turn.
Moving on

The Broken Blade will move on due to the presence of the other Broken Blade, or with the promise of an invasion campaign in distant lands. If it is angered, it will try to work its way out of your possession, or simply disappearing at dawn (Dawnblade) or dusk (Duskblade).

It crumbles into residuum worth 85,000 gp.

If it was pleased, the owner gets a permanent +2 bonus to Intimidate checks. If it was instead angered, the owner gets a permanent -2 penalty to Diplomacy and Intimidate checks.

Notes[]

  • It's generally not recommended to place enemies four or more levels above the party, even if it is within the normal XP budget. However, you're free to adjust the concordance to react to major enemies instead.
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