Weapon (double-bladed scimitar), legendary (requires attunement by a being of uncountable age, of unfathomable knowledge, or having traveled unknowable distance.)

Voidwalker is a Double-Bladed Scimitar crafted from Voidsteel, an unfathomably rare Starmetal and Chardalyn alloy that allows for otherwise impossibly powerful enchantments, and the storage of great volumes of magical energies, respectively. It's said that Voidsteel is truly indestructible; that it may only be unmade - or even dulled or damaged - in the heart of a singularity.

Voidwalker's blades appear as reflections of the darkest of night skies, emblazoned with distant stars, shifting to remain stationary as the blades move, creating a sense of pseudo-motion; a rend in the reality of the Prime Material Plane, an actual window into Voidpace itself. To be struck with such a blade is to experience the vacuum and bitter cold of the Void itself.

Aspirant Awareness

Voidwalker's wielder is aware of the presence of any Tiny or larger creatures within 120 feet of it with an intelligence of 3 or higher, and can’t be charmed or frightened.

Devour Knowledge

Whenever a creature is struck by Voidwalker, it must roll a DC 18 Constitution saving throw. On a failed save, Voidwalker consumes 1 Intelligence point and that creature takes an additional 2d10 Force damage and is restrained; on a successful save, the creature is unaffected by the Intelligence draining effect of Devour Knowledge, loses half their movement speed until the start if its next turn, and takes half that force damage instead. If that creature is struck again by this effect, Voidwalker's wielder absorbs the Intelligence point and adds it to its total. All Intelligence points not absorbed this way return to the creature if it is not struck again within 24 hours. Voidwalker can store up to 18 Intelligence points (9 per blade) from different creatures this way, so long as these slots aren't occupied by spell levels. If a creature reaches 0 Intelligence points, it dies. A creature that dies this way can only be revived by means of a Wish Spell, or an act of Divine intervention; no other means can regain their knowledge and intellect from Voidwalker or its wielder.

Null Gravity

Voidwalker's blades grow and widen, temporarily opening a planar rift to Voidspace; gravity ceases to function in a 100-foot sphere centered on Voidwalker's wielder. Each creature of your choice within the sphere drifts 10 feet away from the ground and must succeed on a DC 18 Dexterity saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts 1 hour, or until it is released.

Spell Storing

Voidwalker can store spells cast into it, holding up to 18 levels of spells (9 per blade). Voidwalker may also absorb spells cast whose area of effect includes it, provided it has enough empty slots (Divided between Intelligence points and spell levels) to store it; if it doesn't, the spell can be reduced in power by a number of levels equal to the number of spell slots available, so long as this is higher than the lowest possible level of the spell cast. Spells stored or absorbed by Voidwalker can be recast using its wielder's spellcasting abilities.

Sentience

Voidwalker is a sentient chaotic neutral weapon with an Intelligence of 28, a Wisdom of 25, and a Charisma of 23. It has hearing and darkvision out to a range of 360 feet. The weapon can speak, read, and understand Common, Evlish, Primordial, Draconic, and Voidspeech, and can communicate with its wielder telepathically. Its voice is deep and multitudinous. While wielding it, Voidwalker also understands any language you know.

Voidwalker speaks with a whispering, conspiratorial tone, as though accustomed to keeping secrets. The weapon's purpose is to consume long-lost, forbidden knowledge. It doesn’t care what or whose knowledge it consumes; it wants all knowledge, but as a timeless entity, it's in no hurry to claim it. Voidwalker believes that all matter and consciousness sprang forth from the Void, and will one day return to it. The sword seeks to protect all knowledge from this fate by storing it all within itself. Voidwalker's hunger for knowledge must be regularly sated; If the sword goes seven days or more without consuming some creature's intellect, a conflict between it and its wielder occurs at the next sunset. If a creature attempts to attune to Voidwalker and fails or is rejected, Voidwalker absorbs one point of Intelligence from that creature per attempt to attune.

Proficiency

Proficiency with a Double-Bladed Scimitar allows its wielder to add their proficiency bonus to the attack roll for any attack you make with Voidwalker, and to use its mastery properties. The front blade of Voidwalker possesses the Nick property; the back blade possesses the Gravitation property: if a creature is struck by both blades in the same turn, that creature becomes doubly affected by gravity until the beginning of its next turn; it must pass a DC 18 Dexterity saving throw or become restrained, and take an additional 1d6 force damage. On a successful save, it takes no additional damage and its movement speed is reduced by half.

The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.

Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Notes: Weapon Property: Finesse, Bonus: Armor Class, Bonus: Melee Attacks, Damage: Melee Weapon Attacks, being of uncountable age, of unfathomable knowledge, or having traveled unknowable distance., Damage, Combat, Sentient, Special, Two-Handed

Item Tags: Damage Combat Sentient

irishwebster

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