God of War in D&D: The Blades of Chaos

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Blades of Chaos

Magic Weapon (shortswords) – Artefact (Requires Attunement by a character with a Strength score of 15 or higher. Can only be attuned

during combat,

as an action.)

These paired blades are granted to a champion of the God of War, attaching themselves to their user with burning chains that coil around the user’s wrists. Additionally, the blades can be empowered with runic enchantments to deliver a wide array of different attacks. These paired magic shortswords have the following properties:

  • You gain +3 to attack and damage rolls made with these weapons. Attacks made with these weapons deal an additional 1d4 fire damage.
  • When making an attack with these weapons, you make one attack for both weapons, dealing the damage for both weapons on a successful hit.
  • These weapons have a range of 15 feet.
  • You may make a thrown weapon attack with one blade. This attack has a range of 15 feet. On a successful hit, the target must succeed on a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier, or be pulled up to 15 feet directly towards you.
  • Once per turn you may make a heavy attack with these weapons. A heavy attack deals an additional 1d4 fire damage.
  • This weapon can have two Runic abilities installed at any one time. Only one of these can be a normal attack rune, and only one can be a heavy attack rune.

Runes

Runes can be found as common magic items. While they don’t have any power on their own, each rune can add a unique attack that the wielder of the Blades of Chaos can use. Each rune can be used as an action. Light attack runes can be used up to 5 times. Heavy attack runes can be used twice. For runes with saving throws, the DC = 8 + your proficiency bonus + your Strength modifier. You regain all uses of your runes when you complete a short or long rest.

Runes – Normal Attacks:

  • Cyclone of ChaosAll creatures within 15 feet of you  must make a Dexterity saving throw, suffering 1d6+3 slashing damage and 1d4 fire damage on a failed save or half as much on a success.
  • Nemean CrushAll creatures on a 15-foot long, 5-foot wide line from you must make a Dexterity saving throw, suffering 1d6+3 slashing damage and 3d4 fire damage on a failed save, or half as much on a success.
  • Rampage of the FuriesMake three attacks with the Blades of Chaos

    against one creature within range. If the final attack hits, all creatures within 5 feet of the target must make a Dexterity saving throw, suffering 1d4 fire damage on a failed save.

  • Rage of the TitansYou leap up to half your movement speed towards one creature,

    during which you ignore difficult terrain and can’t be targeted by opportunity attacks,

    then make two attacks against it with the Blades of Chaos. If one or more of these attacks hit, the creature must succeed on a Strength saving throw or be pushed 5 feet directly away from you.

  • Icarus StormYou draw your blades close, surging forward and slashing open a path. Move 15 feet in a straight line. During this movement, you can’t be targeted by opportunity attacks, and you may move through spaces occupied by other creatures. Each creature occupying a space that you move through must make a Dexterity saving throw or suffer 1d6+3 slashing damage and 1d4 fire damage, or half as much on a failed save.
  • Wrath of ArtemisAll creatures within a 10 foot cone from you must make a Dexterity saving throw, suffering 1d6+3 slashing damage and 1d4 fire damage, and being pushed back 10 feet on a failed save, or suffering half as much damage on a success.
  • Blast of HephaestusAll creatures within a 10 foot cone from you must make a Dexterity saving throw, suffering 4d8 fire damage on a failed save, or half as much on a success.
  • Spartan Charge

    You rush forward surrounded by fire magic, slamming into an enemy. Move up to your normal movement speed towards a creature, during which you can’t be targeted by opportunity attacks, then make an attack against that creature with the Blades of Chaos. On a hit, the attack deals an additional 3d4 fire damage, and the creature must succeed on a Strength saving throw or be knocked prone.

Runes – Heavy Attacks:

  • Tartarus RageYou bring each of your blades down one after the other, for two explosions of flame. Each creature within a 5-foot radius sphere, centred on a point within 15 feet of you, must make a Dexterity saving throw, suffering 2d8 fire damage on a failed save or half that much on a success. After damage is dealt, repeat this process once.
  • Prometheus Flame – 

    You slam your blades into the ground, summoning a pillar of flame beneath all creatures within a 15-foot cone. Affected creatures must make a Dexterity saving throw. A creature suffers 4d6 fire damage and is knocked prone on a failed save, or suffers half as much damage on a success.

  • Hyperion SlamYou channel fire through your blades as you slam both of them into the ground for a devastating explosion. Each creature within a 10-foot radius sphere centred on a point within 15 feet of you must make a

    make a Dexterity saving throw, suffering 3d12 fire damage on a failed save or half that much on a success.

  • Hyperion GrappleYou throw your blades at a target, then drag yourself towards them for a follow up strike. Make a ranged attack with your Blades of Chaos against a target within 20 feet. On a hit, this attack deals damage as if the target was hit by two attacks from the Blades of Chaos. You then move 20 feet directly towards the target, during which you can’t be targeted by opportunity attacks. If this movement puts you within 5 feet of the target, you may immediately make an unarmed strike attack against the target.
  • Meteoric SlamDrawing power from your blades, you summon a rain of flaming rock in a 20-foot-radius, 40-foot high cylinder centered on yourself. Each creature other than you in the cylinder must make a 

    Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 fire damage on a failed save, or half as much damage on a successful one.

  • Fire of AresSlamming your blades into the ground, you unleash a shockwave of fire.

    Creatures on a 20-foot line from you must make a Dexterity saving throw, suffering 4d6 fire damage damage and falling prone feet directly away from you on a failed save, or suffering half as much damage on a success.

  • Gift of ApolloYou draw runic healing energies into the Blades of Chaos. For 2 rounds, whenever you damage a creature with the Blades of Chaos, you regain hit points equal to the amount of damage the target suffers.
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