Weapon (shortsword), legendary (requires attunement)

This weapon counts as magical for the purposes of overcoming damage resistances.

Chosen Form. This blade may change its form based on the wielder's preferences. Upon completion of a Long Rest, the weapon's base stats may be altered to match those of any one-handed martial melee weapon. The wielder is always treated as being proficient with this weapon, regardless of its form.

Acceptance. Upon completing a Short Rest, you may sacrifice a number of Hit Dice not exceeding your proficiency bonus. For each Hit Die sacrificed this way, you have a +1 bonus to attack and damage rolls made with this magic weapon, as well as granting the blade that number of charges. These bonuses and charges last until the next Short Rest is completed.

Path's End. Once per Short Rest when you make a successful attack with this weapon, you may expend any number of charges to deal an additional 1d10 force damage per charge.

Spellcasting. While attuned to this blade, the wielder gains access to the following abilities:

  • Guidance. By expending 1 charge, the wielder may cast this spell as written.
  • Augury. By expending 2 charges, the wielder may cast this spell as written.
  • Divination. By expending 3 charges, the wielder may cast this spell as written.

Essence of Dimogg. The Anchor Blade is a sentient weapon, currently inhabited by a fragment of the demigoddess Dimogg's psyche, or an entity that has chosen to take this form. It rarely manifests its will, choosing instead to allow the wielder's destiny to unfold as is intended.

It is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 20, and a Charisma of 16. It has no senses of its own, but shares those of its wielder telepathically.

The weapon can speak, read, and understand any language, but may only communicate with its wielder telepathically. Its voice is soft and bright, yet commanding.

Proficiency with a Shortsword 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, Damage, Combat, Finesse, Light, Vex

Item Tags: Damage Combat

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