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Zara's Grace

weapon (longsword), artifact (requires attunement)

This longsword is made of a metal that shifts between silver and black, depending on the light. It has a hilt shaped like a rose, and a blade that emits a soft glow. It is one of Zara’s prized possessions, a symbol of her dual nature and power.

Magical attacks

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Celestial Resilience

While you are attuned to this sword you have resistance to necrotic damage.

Radiant Blade

As a bonus action, you can infuse the sword with radiant energy. While the sword is glowing, it deals an extra radiant damage and fire damage to any target it hits. The radiant energy also produces bright light in a 10-foot radius and dim light for another 10 feet. The glow lasts until you use a bonus action to end it. You can use this feature only once per short or long rest.
Whenever you deal radiant or fire damage with the sword, you gain temporary hit points equal to the amount of damage dealt.

Random Properties

Zara's Grace has the following random properties in it's dormant state.
  • 1 minor beneficial property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Destroying the Sword

Zara’s sword is nearly indestructible, but there is one way to destroy it. The sword must be plunged into Zara’s heart while she is in her radiant form, killing her instantly. This causes the sword to shatter into pieces, releasing a blast of light and fire that damages nearby creatures. Each creature within 30 feet of Zara must make a DC 18 Dexterity saving throw, taking radiant damage and fire damage on a failed save, or half as much damage on a successful one.

Zara's Duality

If you are attuned to both Zara’s Wrath and Zara’s Grace, you gain the following benefits and drawbacks:
  • After each long rest, you must roll . On a 1-3, your alignment is chaotic evil. On a 4-6, your alignment is chaotic good. On a 7-10, you retain your character’s alignment.
  • You are immune to being charmed or frightened by celestials or fiends.
  • You gain the following flaw: “I struggle to tell the difference between good and evil, and I often act on impulse or emotion.”
  • You gain a form of permanent madness from the DMG (roll on the Indefinite Madness table). This madness reflects Zara’s influence on your mind and soul.
  • Your Limited Immortality feature now grants you resistance to all damage.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Zara's Grace

weapon (longsword), artifact (requires attunement)

This longsword is made of a metal that shifts between silver and black, depending on the light. It has a hilt shaped like a rose, and a blade that emits a soft glow. It is one of Zara’s prized possessions, a symbol of her dual nature and power.

Magical attacks

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Celestial Resilience

While you are attuned to this sword you have resistance to necrotic damage.

Radiant Blade

As a bonus action, you can infuse the sword with radiant energy. While the sword is glowing, it deals an extra radiant damage and fire damage to any target it hits. The radiant energy also produces bright light in a 10-foot radius and dim light for another 10 feet. The glow lasts until you use a bonus action to end it. You can use this feature only once per short or long rest.
Whenever you deal radiant or fire damage with the sword, you gain temporary hit points equal to the amount of damage dealt.

Random Properties

Zara's Grace has the following random properties in it's dormant state.
  • 1 minor beneficial property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Destroying the Sword

Zara’s sword is nearly indestructible, but there is one way to destroy it. The sword must be plunged into Zara’s heart while she is in her radiant form, killing her instantly. This causes the sword to shatter into pieces, releasing a blast of light and fire that damages nearby creatures. Each creature within 30 feet of Zara must make a DC 18 Dexterity saving throw, taking radiant damage and fire damage on a failed save, or half as much damage on a successful one.

Zara's Duality

If you are attuned to both Zara’s Wrath and Zara’s Grace, you gain the following benefits and drawbacks:
  • After each long rest, you must roll . On a 1-3, your alignment is chaotic evil. On a 4-6, your alignment is chaotic good. On a 7-10, you retain your character’s alignment.
  • You are immune to being charmed or frightened by celestials or fiends.
  • You gain the following flaw: “I struggle to tell the difference between good and evil, and I often act on impulse or emotion.”
  • You gain a form of permanent madness from the DMG (roll on the Indefinite Madness table). This madness reflects Zara’s influence on your mind and soul.
  • Your Limited Immortality feature now grants you resistance to all damage.
background image

Zara's Grace

weapon (longsword), artifact (requires attunement)

This longsword is made of a metal that shifts between silver and black, depending on the light. It has a hilt shaped like a rose, and a blade that emits a soft glow. It is one of Zara’s prized possessions, a symbol of her dual nature and power.

Magical attacks

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Celestial Resilience

While you are attuned to this sword you have resistance to necrotic damage.

Radiant Blade

As a bonus action, you can infuse the sword with radiant energy. While the sword is glowing, it deals an extra radiant damage and fire damage to any target it hits. The radiant energy also produces bright light in a 10-foot radius and dim light for another 10 feet. The glow lasts until you use a bonus action to end it. You can use this feature only once per short or long rest.
Whenever you deal radiant or fire damage with the sword, you gain temporary hit points equal to the amount of damage dealt.

Zara's Touch

You can use an action to cast Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

View on dndbeyond.com
from he sword. Once you use this property, you can’t use it again until the next dawn.

Celestial Flight

Spectral celestial wings sprout from your back and grant you a flying speed of 30 feet.

Random Properties

Zara's Grace has the following random properties in it's awakened state.
  • 2 minor beneficial properties
  • 1 minor detrimental properties
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Destroying the Sword

Zara’s sword is nearly indestructible, but there is one way to destroy it. The sword must be plunged into Zara’s heart while she is in her radiant form, killing her instantly. This causes the sword to shatter into pieces, releasing a blast of light and fire that damages nearby creatures. Each creature within 30 feet of Zara must make a DC 18 Dexterity saving throw, taking radiant damage and fire damage on a failed save, or half as much damage on a successful one.

Zara's Duality

If you are attuned to both Zara’s Wrath and Zara’s Grace, you gain the following benefits and drawbacks:
  • After each long rest, you must roll . On a 1-3, your alignment is chaotic evil. On a 4-6, your alignment is chaotic good. On a 7-10, you retain your character’s alignment.
  • You are immune to being charmed or frightened by celestials or fiends.
  • You gain the following flaw: “I struggle to tell the difference between good and evil, and I often act on impulse or emotion.”
  • You gain a form of permanent madness from the DMG (roll on the Indefinite Madness table). This madness reflects Zara’s influence on your mind and soul.
  • Your Limited Immortality feature now grants you resistance to all damage.
background image

Zara's Grace

weapon (longsword), artifact (requires attunement)

This longsword is made of a metal that shifts between silver and black, depending on the light. It has a hilt shaped like a rose, and a blade that emits a soft glow. It is one of Zara’s prized possessions, a symbol of her dual nature and power.

Magical attacks

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

Celestial Resilience

While you are attuned to this sword you have immunity to necrotic damage.

Radiant Blade

As a bonus action, you can infuse the sword with radiant energy. While the sword is glowing, it deals an extra radiant damage and fire damage to any target it hits. The radiant energy also produces bright light in a 10-foot radius and dim light for another 10 feet. The glow lasts until you use a bonus action to end it. You can use this feature only once per short or long rest.
Whenever you deal radiant or fire damage with the sword, you gain temporary hit points equal to the amount of damage dealt.

Zara's Touch

You can use an action to cast Mass Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Several creatures regain a total of 700 hp and are cured of diseases, blindness, and deafness.

View on dndbeyond.com
from he sword. Once you use this property, you can’t use it again until the next dawn.

Celestial Flight

Spectral celestial wings sprout from your back and grant you a flying speed of 60 feet.

Summon Celestial Ally

As an action, you can call forth a celestial of your choice that has a challenge rating equal to or lower than your level. The celestial appears in an unoccupied space within 60 feet of you and obeys your commands. It lasts for 1 hour, until it drops to 0 hit points, or until you dismiss it as an action. Once you use this property, you can’t use this feature again until 7 days have passed.

Limited Immortality

You do not age and you are immune to any effect that would age you. You are also immune to bludgeoning, piercing, and slashing from nonmagical attacks, and you cannot be affected or detected by spells of 3rd level or lower unless you choose to be.

Random Properties

Zara's Grace has the following random properties in it's exalted state.
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.

Destroying the Sword

Zara’s sword is nearly indestructible, but there is one way to destroy it. The sword must be plunged into Zara’s heart while she is in her radiant form, killing her instantly. This causes the sword to shatter into pieces, releasing a blast of light and fire that damages nearby creatures. Each creature within 30 feet of Zara must make a DC 18 Dexterity saving throw, taking radiant damage and fire damage on a failed save, or half as much damage on a successful one.

Zara's Duality

If you are attuned to both Zara’s Wrath and Zara’s Grace, you gain the following benefits and drawbacks:
  • After each long rest, you must roll . On a 1-3, your alignment is chaotic evil. On a 4-6, your alignment is chaotic good. On a 7-10, you retain your character’s alignment.
  • You are immune to being charmed or frightened by celestials or fiends.
  • You gain the following flaw: “I struggle to tell the difference between good and evil, and I often act on impulse or emotion.”
  • You gain a form of permanent madness from the DMG (roll on the Indefinite Madness table). This madness reflects Zara’s influence on your mind and soul.
  • Your Limited Immortality feature now grants you resistance to all damage.

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