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Tzar-Rukk-Kull Ceremonial Butcher Blade in Dungeons & Dragons 5e

Dustriders

Tzar-Rukk-Kull Ceremonial Butcher Blade

Weapon

Very Rare Spend a Long Rest focusing on this weapon.

Mastery Archetype: Machete   Mods
  • Blade
  • Grip
  •   Charges: 2x User's Proficiency Bonus   Maneuvers
  • Parry - When an opponent attempts to attack you in Melee range, you may use this weapon to attempt to intercept the attack by using your Reaction. Make an attack roll against the target, if your attack roll beats theirs, you Parry the attack and deflect the blow.
  • Riposte - On a successful Parry, you may attempt to attack the target that attacked you by using your weapon.
  •   Special Maneuvers
  • Executioner's Swing - Bring the massive blade of the weapon downwards as an Attack against a single target for a high momentum swing and bypass any Evasion (AC) bonuses provided by a shield. Against a prone target, this maneuver deals an additional 2d10 Slashing damage. You can perform this maneuver once per turn.
  • Feint - Make a false attack with the weapon in your main hand against an opponent in melee range as a Bonus Action to goad them into attacking more predictably. The target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Your Strength modifier or be fooled. If the target has failed their saving throw, when the target next attempts to attack you, you will automatically succeed on a Parry without needing to spend your Reaction.
  • Flesh-Tearer - When you are below half of your maximum HP, you may use this maneuver. As part of an Attack action, you expend one of this weapon's charges. When you successfully strike an opponent, you regain HP equal to half of the total damage dealt to the target. Once you have successfully used this maneuver, you may use it again after finishing a Short or Long rest. If a living target is reduced to 0 HP by this maneuver, the expended charge is restored and the use of this maneuver is refunded.
  • Reverse Grip - As a Free Action, you can switch the blade's grip style once per turn. While the grip is reversed, you have a +3 Bonus to your Evasion but receive no Bonus to hit on your Attack rolls from the Magic Relic property. If a target strikes you in Melee, you can spend your Reaction to reduce the damage taken by half, by placing the blade between you and your opponent. Using the Reverse Grip prevents using the Executioner's Swing and the Flesh-Tearer maneuvers.
  • Weird-Hunter-Seeker - When you are below half of your maximum HP, you may use this maneuver. As part of a successful attack, you may expend up to a number of charges equal to your Strength modifier to unleash the same number of arcane projectiles from where the weapon struck. Each arcane projectile has a range of 60 feet, and each deals 1d10 Force damage to a chosen target within range. The arcane projectiles strike all chosen targets simultaneously. The arcane projectiles can be blocked by the Shield spell. Once you have used this maneuver, you may use it again after finishing a Short or Long rest.
  •   Special Properties
  • Armor Piercing II
  • Butchering Tool - This weapon can be used to obtain food, Organic, and Mineral materials from a slain target outside of combat. Spend 1 hour butchering the target. A small target yields 2, or mundane Organic or Mineral materials, a medium target yields 4, a large target yields 8, and a huge target yields 16. All living targets yield enough meat to cook a meal.
  • Crushing Strikes - Once per turn, upon making a successful attack, you can make a contested Athletics check to attempt to Shove a target for free, choosing either to knock them Prone or to push them 5 feet in a direction of your choosing.
  • Dueling Weapon - While there is only one target within 10 feet of you, you add your Proficiency Bonus to your damage rolls and your Parry and Riposte attack rolls with this weapon.
  • Heavy
  • Magic Relic - This weapon is enhanced through magic and grants a +3 bonus for both your attack rolls and your damage rolls. Striking a target that is normally resistant to physical damage with this weapon bypasses that resistance. Each attack deals an additional +3 damage. Other Tenok take +6 damage instead. Inside an MEZ, this bonus does not apply. After finishing a Long Rest, you regain all of this weapon's charges.
  • Severe Hemorrhaging - Targets struck by this weapon must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Strength or Dexterity Modifier (whichever is higher) or take 2d10 Bleed damage.
  • Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn.
  •   Handling: 1-handed

    A somewhat long, one-handed, heavy blade that resembles a butcher's knife. This blade usually features a handle made of a slain Tenok's jaw bone wrapped in some kind of leather. It is known that this weapon is used to dismember other Tenok, especially between tribal leaders. The Tenok have some sort of spiritual reverence for this weapon and it is almost never seen outside of their duels. It is hypothesized that the weapon's metal is alloyed with the crystalline structures extracted from the Crystal Desert, containing a means of absorbing ambient chaos particles. The Tenok do not understand the concept of magic, but through crude experimentation, they augmented this nasty blade.

    Type Damage Damage Range
    Martial Melee 5d10 Slashing Melee


    Weight: 6lbs


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