The Buster Sword

=== Description: ===
The Buster Sword is a legendary enormous broadsword, shrouded in tales of heroic deeds and battlefield triumphs. Its sheer size and weight make it an intimidating sight on the battlefield. The blade is a formidable one foot wide and extends five to six feet from tip to hilt. The single-edged blade features a lighter color on the cutting edge, contrasting with the dark gray of the rest of the blade. The handguard, bolted or riveted into place, provides a secure grip for the wielder. Two mysterious holes near the handguard are often rumored to be receptacles for magical orbs, adding an aura of arcane mystery. The handle, made of reddish knurled material, ensures a firm hold during combat. The sword was once carried by a Soldier First Class, a warrior of great renown.
=== Statistics: ===
* Damage: 2d12 slashing
* Bulk: 2 (Hands)
* Critical: Deadly d12
* Price: -
* Hands: 2
* Group: Sword
* Traits: Forceful, Deadly, Two-Handed
=== Special Abilities: ===
* Omnislash: "Super Extreme Martial Spirit Supreme Slash." Upon a successful Critical Hit with The Buster Sword, you can unleash the devastating Omnislash technique. This extraordinary attack allows you to deliver a flurry of blows with incredible speed and power, as if the target were struck 15 times in rapid succession. 
** Extreme Damage: The target takes damage as if they were hit 15 times by The Buster Sword. Calculate damage for a single hit, then multiply it by 15.
** Spectacular Display: The Omnislash is a visually stunning and awe-inspiring attack. Allies witnessing this feat gain a morale bonus to attack rolls, damage rolls, and saving throws equal to your Charisma modifier for the next round.
** Exhaustion: Executing the Omnislash is physically and mentally taxing. After using this Limit Break, you gain one level of exhaustion. This exhaustion cannot be removed until you finish a long rest.
** Orb Reset: If both orbs of The Buster Sword are currently active, the use of Omnislash resets the orbs, allowing you to choose two new orbs to be active immediately after the attack.
** Activation: The Omnislash Limit Break can only be triggered upon a successful Critical Hit with The Buster Sword. It reflects the pinnacle of martial prowess, making you a force to be reckoned with on the battlefield. Use it wisely, as the cost of such power is not to be taken lightly.
* Arcane Receptacles: The two holes near the handguard allow the insertion of magical orbs, granting the weapon additional effects. The nature and potency of these effects depend on the orbs used.
* Orb System: The Buster Sword has two magical orbs embedded in its hilt, each granting a unique effect. Only two orbs can be active at a time. The orbs can be changed during and out of combat, but it takes two actions to replace an orb during combat.
==== Orb Effects: ====
* Orb of Flame: Adds 1d6 fire damage to attacks.
* Orb of Frost: Adds 1d6 cold damage to attacks.
* Orb of Lightning: Adds 1d6 electricity damage to attacks and has a chance (DC 15) to stun the target for 1 round.
* Wind Orb: Once per day, the wielder can unleash a powerful slash imbued with the force of wind. This attack deals an additional 3d6 slashing damage and forces affected creatures to make a DC 15 Strength saving throw or be pushed 20 feet away from the wielder.
* Water Orb: Grants the ability to create a protective barrier of water around the wielder. Once per short rest, the wielder can activate Aqua Veil, gaining resistance to all damage for one minute.
* Orb of Arcane Shielding: Grants a +2 bonus to AC for 1 minute.
* Orb of Cure: Once per day, the wielder can use the sword to cast a moderate-level healing spell on themselves or an ally.
* Regen Orb: Allows the wielder to activate a regenerative ability. Once per day, as a bonus action, the wielder gains fast healing, restoring 1d8+2 hit points at the start of each turn for 1 minute.
* Orb of Haste: Grants the Haste status for 1 minute, allowing the wielder to make an extra attack on their turn and increasing movement speed.
* Orb of Slow: On a successful hit, the target must make a DC 17 Fortitude save or be slowed for 1 round.
* Orb of Mug: Successful hits with this orb-equipped Buster Sword have a chance to steal a small amount of gold or a non-magical item from the target.
* Poison Orb: Adds a toxic venom to the blade. On a successful hit, the target must make a DC 16 Constitution saving throw or take an additional 2d8 poison damage and be poisoned for 1 minute..
* Orb of Flare: Adds 1d6 force damage to attacks and has a chance (DC 15) to blind the target for 1 round.
* Orb of Ultima: Once per day, the wielder can unleash the powerful Ultima spell, dealing massive area-of-effect damage to all nearby enemies. 10d8 force damage to all creatures in a 20-foot radius centered on the wielder. Affected creatures can make a DC 18 Reflex saving throw for half damage.
* Knights Summon Orb: Summons ethereal knights to aid the wielder in battle. Once per day, the wielder can use an action to summon three spectral knights. These knights fight alongside the wielder for 1 minute or until they are defeated
** Ethereal Knight (Level 5) Medium Undead (Ethereal) Perception: +11; darkvision Languages: Common Skills: Athletics +12, Intimidation +12 Str +2, Dex +3, Con +1, Int +0, Wis +1, Cha +2 AC: 22; Fort +14, Ref +15, Will +12 HP: 75 Speed: 30 feet, Ethereal Stride 40 feet Melee: Ethereal Longsword +12 (1d8+2 slashing damage, finesse, ghost touch, agile) Ranged: Ethereal Longbow +14 (1d8+3 piercing damage, ghost touch, range 60 feet) Special Abilities:
*** Ethereal Stride (Su): The Ethereal Knight can move through solid objects and creatures as if they were difficult terrain. It takes 5 feet of movement to move through an object or creature.
*** Ghostly Touch (Su): The Ethereal Knight's melee attacks can pass through armor and natural defenses, allowing them to target an opponent's weaker points. This attack is finesse, ghost touch, and agile.
*** Ghostly Arrow (Su): When using the Ethereal Longbow, the Ethereal Knight can fire arrows imbued with ethereal energy. These arrows deal additional force damage equal to half the Knight's level.
*** Undead Resilience (Ex): The Ethereal Knight is immune to effects that require a Fortitude save unless the effect also works on objects or is harmless. It is also immune to death effects, disease, paralysis, poison, sleep, and stunning.
*** Ethereal Defense (Ex): The Ethereal Knight gains a +1 circumstance bonus to AC and saving throws when attacked by incorporeal creatures.
=== Role in Combat: ===
The Buster Sword is not just a weapon; it's a symbol of power and legacy. In the hands of a skilled warrior, it becomes a force to be reckoned with on the battlefield. Its enormous size allows for devastating strikes, and the addition of magical orbs enhances its versatility. The arcane receptacles near the handguard make it a favorite among those attuned to magical combat. As a relic of a Soldier First Class, the Buster Sword carries the weight of history, inspiring allies and striking fear into the hearts of foes.