Great Sword

The Eiserinese Great Sword is one of the most uncommon weapons in the Iron Kingdoms arsenal, reserved almost solely for officers and the Iron Guard. While it was once prevalent among foot soldiers, the poor state of the Iron Army has lead to a slackening of recruitment standards and the quality of their training, pushing the great sword out of circulation.

The great sword focuses on offence and disarming.

Half-sword Stance - 1 sp
The massive size of the great sword gives it a larger range then other swords, similar to that of pole-arms. Unlike pole-arms, the greats words form factor allows it to be "half-sworded", allowing the user to properly engage target which are within close range.

The great sword has a range of 10 feet. When attacking targets within 5 feet, the sword's damage die are one size smaller, as the wielder has much less leverage on the sword in their half-sword stance.

Disarm - 2 sp
The bulk and range of the great sword makes it ideal to knock weapons out of enemies hands.

Instead of an attack, the you may chose to attempt to disarm a target. The target must make a DEX saving throw with a DC equal to 10 + your attack bonus. If you are attempting to disarm a target wielding a pole-arm, they make the saving throw with disadvantage.

On a failure the target drops their weapon on the ground at their feet.

Half-sword Thrust - 3 sp
By holding the great sword in a half-sword stance, you gain vastly increased accuracy and are able to target enemies weak points.

When you make an attack action, you may chose to forego any additional attacks and instead make a single thrust attack. This special attack has a range of 5 feet, deals an amount of damage equal to 1d8 for each attack you have, and ignores any armor bonus an enemy has from any kind of armor.

Sweep and Drag - 5 sp
By using the opportunity presented by disarming an enemy, you may attempt to trip the enemy and knock their weapon away in one movement.

Immediately after taking the disarm action, you may use a bonus action to sweep your sword along the ground under their feet, knocking their weapon away a number of feet equal to your strength modifier.

The target must make a DEX saving throw with a DC equal to 10 + your attack bonus. If they fail the saving throw, they are knocked prone.

Extra Attack - 5 sp
When you make an attack action, you may make two attacks instead of one.