Weapon (longsword), artifact (requires attunement by a Creature with an immortal soul)

An ancient weapon forged by High God Septa. Appearing as an elaborate golden hilt designed with detailed profiles of every god on Segrigus. In stories, this weapon takes the form of whatever fits its master.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Form of Fate

This weapon can take the form of any martial/simple melee weapon. Each time you make an attack with Apok you may change its form to any martial/simple melee weapon.

Soul Splitter

Apok draws on the strength of those that oppose it. Each time you damage a creature using a melee attack with Apok, except to a construct or undead creature, this weapon regains one charge. This weapon looses all of its charges after a minute has passed which also ends all spells Apok was concentrating on.

When you kill a creature, except a construct or undead creature, you gain temporary hit points equal to the amount of damage dealt on the hit that killed that creature.

Divine Prowess

The weapon of the gods rewards individual power and punished those that hide behind others

  • If you make an attack against a creature while there are no allies (except Apok) within 10 ft of you, gain advantage on the attack.
  • If you make an attack while there are one or more allies (except Apok) within 10 ft of you, the attack is made with disadvantage.
  • If you make an attack on a creature that is within 5 ft of one of its allies, you deal an extra d12 radiant damage on a hit.
  • If you cast a spell or use a magical effect that requires a saving throw using Apok on a creature that is within 5 ft of one of its allies, it has disadvantage on its saving throw.
  • If you cast a spell or use a magical effect that requires a saving throw using Apok on a creature while there are one or more allies (except Apok) within 10 ft of you, it has advantage on its saving throw.
Harnessed Magic

You can cast spells using the power of the beings slain with this weapon. You can expend charges from this weapon to cast the following spells; some spells can be cause at higher levels by expending an additional charge. Apok's spellcasting ability is charisma (spell DC: 16, spell attack: +8). If a spell requires concentration then Apok maintains that concentration for you.

  • command, requires 1 charge and can be cast at higher levels by spending 1 additional charge per spell level.
  • bane, requires 1 charge and can be cast at higher levels by spending 1 additional charge per spell level.
  • hold person, requires 2 charges and can be cast at higher levels by spending 1 additional charge per spell level.
  • bestow curse, requires 3 charges.
  • banishment, requires 4 charges.
  • freedom of movement, requires 4 charges. Self only.
  • flame strike, requires 7 charges and can be cast at higher levels by spending 1 additional charge per spell level.
  • harm, requires 9 charges.
Sentience

Apok, Mantle of Immortals is a sentient chaotic neutral weapon with an Intelligence of 12, a Wisdom of 17, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is Posh and condescending. While you are attuned to it, Apok also understands every language you know. 

Proficiency with a Longsword 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Weapon Property: Finesse, Creature with an immortal soul, Damage, Buff, Combat, Bane, Sentient, Versatile, Sap

Item Tags: Damage Buff Combat Bane Sentient

ColeDP

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