Weapon (any), artifact (requires attunement by a good-aligned character)

A dormant will-o-wisp, Finnean can become any simple or martial weapon as a free action. You have a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +2 at level 11, and +3 at level 16. Unless incapacitated or unconscious, you cannot be forcefully disarmed of Finnean.

Spellcasting. Finnean can store one level 1 Wizard spell copied from a spellbook or scroll. You can cast the spell once per long rest using Finnean as an arcane focus.

Sentience. Finnean is a sentient neutral good weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 60 feet. The weapon communicates verbally and can speak, read, and understand Common, Gnomish, Elvish, Dwarvish, Halfling, and Draconic.

Attunement. Attuning to Finnean requires a tight bond between the weapon and its wielder. The process takes 8 hours and involves an intense didactic exercise with Professor Finnean Quillbottom in a dream-like state. The wielder undergoes a high-pressure magical learning program and must make a series of three DC 17 ability checks (on a skill challenge basis). Once attuned, the wielder gains 1 + number of failed checks levels of exhaustion and the following benefits:

  • Two Minds. You may add your Charisma modifier to any Intelligence roll you make. You may use this feature a number of times equal to a third of your level + your Charisma modifier per day.
  • Academic Beast. You learn the comprehend languages and identify spells. Once per long rest, you can cast each of these spells without expending a spell slot and without requiring any material components. You can also cast these spells using spell slots you have of the appropriate level.
  • Alert. You gain advantage on Initiative rolls and cannot be surprised.

Bookworm. Once attuned, you gain a newfound thirst for the preservation of knowledge. You feel compelled to chronicle any and all heroic deeds you witness (including your own) and can hardly help to peruse when in the presence of literature. You absolutely must have those tomes and must buy that book.

 

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Bonus: Magic, good-aligned character, Damage, Combat, Finesse, Vex

Item Tags: Damage Combat

mzelina98

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