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Razor Shoals

At a glance

Trait
Presence
Range
Melee
Damage
d8+10
Burden
One-Handed
Tier
Tier 2
Weapon slot
Primary
Damage type: Physical

Weapon feature

Retribution
Gain a +1 bonus to attack rolls with this weapon for each Hit Point you have marked.

About this weapon

Tempest Strike: Gain a bonus to your damage rolls equal to your Presence

Devour Armament: The sword can consume a magical weapon, destroying it in the process. When it does, it permanently absorbs one of that weapon’s magical features. You may also replace the sword’s current damage dice with the consumed weapon’s damage dice.

When the sword consumes a weapon, it physically incorporates a piece of it into itself, permanently altering its appearance.

Vengeance: When you fail an attack roll with this weapon or a Spellcast Roll, gain a Vengeance Charge. Each Vengeance Charge is +1d8 magic damage. You can hold a number of Vengeance Charges equal to your Tier.

The next time you succeed on an attack with this weapon, expend all Vengeance Charges and add their damage to the attack. If the attack succeeds with Fear, the Vengeance dice become d10s instead.

Undertow: Spend a Favor to dissolve into a surge of dark seawater and reform at a point you can see within Far range.

Pact-Bound: Summon this weapon instantly. Disappears when dismissed or dropped.

Current Effect: (Once per Scene): When a non-physical attack targets you or an ally within Very Close range, roll a number of d6s equal to your Proficiency +2. If any die rolls 4+, you may mark 1 Stress to reflect the attack back at its source, dealing double the original damage.

Razor Shoals

Tier 2 Physical Weapon (Primary)

Tempest Strike: Gain a bonus to your damage rolls equal to your Presence

Devour Armament: The sword can consume a magical weapon, destroying it in the process. When it does, it permanently absorbs one of that weapon’s magical features. You may also replace the sword’s current damage dice with the consumed weapon’s damage dice.

When the sword consumes a weapon, it physically incorporates a piece of it into itself, permanently altering its appearance.

Vengeance: When you fail an attack roll with this weapon or a Spellcast Roll, gain a Vengeance Charge. Each Vengeance Charge is +1d8 magic damage. You can hold a number of Vengeance Charges equal to your Tier.

The next time you succeed on an attack with this weapon, expend all Vengeance Charges and add their damage to the attack. If the attack succeeds with Fear, the Vengeance dice become d10s instead.

Undertow: Spend a Favor to dissolve into a surge of dark seawater and reform at a point you can see within Far range.

Pact-Bound: Summon this weapon instantly. Disappears when dismissed or dropped.

Current Effect: (Once per Scene): When a non-physical attack targets you or an ally within Very Close range, roll a number of d6s equal to your Proficiency +2. If any die rolls 4+, you may mark 1 Stress to reflect the attack back at its source, dealing double the original damage.

Trait: Presence Range: Melee Damage: d8+10 phy
Burden: One-Handed

Feature

Retribution: Gain a +1 bonus to attack rolls with this weapon for each Hit Point you have marked.

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