Weapon (longsword), artifact (requires attunement)

Adonion is a very standard-looking blade, forged of a grey metal and nearly nondescript in every way. The blade is surprisingly dull, and until attuned to, has a -2 penalty to hit and damage. However, once attuned to, the sword takes on a set of abilities very similar to the wielder's ideals.

If the sword is attuned to someone who has an evil alignment, the sword gains the first set of abilities. If attuned to someone of the good alignment, it gains the second set of abilities. If it is attuned to someone of the lawful alignment, it gains the third set of abilities. If it is attuned by someone of the chaotic alignment, it gains the fourth set of abilities. And finally, if it is attuned by someone who is true neutral, it gains the fifth set of abilities.

First set of abilities: Adonion takes on the idea that the individual's desires matter more than others well-being.

  • Adonion counts as a +3 longsword. If you are lawful or chaotic, you may choose a different set of traits at the end of a long rest.
  • You have resistance to necrotic and radiant damage.
  • Whenever you (the person attuned to Adonion) reduce a creature to 0 hits points, Adonion regains 1 charge. 
  • When you are reduced to 0 hit points, Adonion immediately regains 2 charges and casts the spell vampiric touch, targeting any creature within reach. If there is more than one, you may choose which is targeted. If this ability is used more than once before a long rest, there is an accumulating 5% chance that Adonion will instead kill you instantly.
  • You can expend 3 charges to deal 5d10 necrotic, cold, or fire damage to every creature within a 30 ft radius. For your next turn, your weapon attacks deal an extra 1d10 necrotic, cold, or fire damage (same as previous).
  • You can expend a single charge to cast any of the following spells: bestow curse, fear, vampiric touch, enlarge/reduce (Only enlarge option), ray of enfeeblement, command

 

Second set of abilities: Adonion takes on the idea that others wellbeing should be prioritized.

  • Adonion counts as a +2 longsword, and your armor class increases by +1. If you are lawful or chaotic, you may choose a different set of traits at the end of a long rest.
  • You have immunity to necrotic damage.
  • Adonion regains 3 charges at dawn.
  • If an ally within 10 ft of you is the target of an attack, Adonion immediately casts shield targeting them without expending a charge. This effect can only activate once per round. This ability has an accumulating 5% chance of failing for every activation after the first.
  • Whenever you are reduced to 0 hit points, Adonion immediately regains 2 charges and casts resilient sphere and spare the dying on you. This spell lasts for the entire possible duration unless dispelled before then.
  • You can expend 2 charges as an action to grant every ally within a 30 ft radius a +2 bonus to hit and damage until the end of their next turn. Additionally, all creatures at 0 hit points within the radius stabilize. 
  • You can expend 2 charges as an action to grant every ally within a 30 ft radius the benefits of a short rest.
  • You can expend a single charge to cast any of the following spells: mass healing word, cure wounds (3rd level), healing word (3rd level), calm emotions, sanctuary, shield 

 

Third set of abilities: Adonion takes on the idea that it is best to follow a code of some sort to regulate action.

  • Adonion counts as a +2 longsword, and you gain a +1 bonus to Wisdom and Charisma saving throws. If you are good or evil, you may choose a different set of traits at the end of a long rest.
  • You have resistance to psychic and poison damage.
  • Adonion regains 3 charges at exactly midnight if you are lawful neutral.
  • If you are charmed or frightened, you may expend one charge to end the effect. Being supernaturally charmed does not affect this decision.
  • You may expend 2 charges to temporarily force a creature into following a single rule. The creature must make a DC 17 Charisma saving throw; if they fail, they cannot take the Cast a Spell, Attack, Dash, Use an Object, Ready, Disengage, Help, Hide, or Search action. Alternatively, you can forbid them from making a skill check. If they are forced to make the skill check, they fail by virtue of not trying at all. This law disappears after one minute, or when it is dispelled. 
  • You can expend a single charge to cast any of the following spells: compelled duel, protection from energy

 

Fourth set of abilities: Adonion takes on the idea that freedom of action and thought is the most important ideal.

  • Adonion counts as a +2 longsword, and your initiative bonus increases by +1. If you are good or evil, you may choose a different set of traits at the end of a long rest.
  • You have advantage on saving throws against being restrained.
  • Adonion regains 2 charges whenever you break a major law or taboo, if you are chaotic neutral. Adonion also regains 2 charges every dawn you spend in an anarchist place (or a similar ideology).
  • If you are petrified or paralyzed, you may use a bonus action to expend a single charge to end this effect.
  • Adonion views lawful individuals with disdain. You are aware if a creature is of a lawful alignment. If multiple enemies are within reach, you are more inclined to attack the one with a lawful alignment. Additionally, your attacks deal an extra die of damage to creatures of a lawful alignment.
  • You can expend a single charge to cast any of the following spells: chaos bolt, freedom of movement

 

Fifth set of abilities: Adonion may express itself truly without being subject to ideologies.

  • Adonion counts as a +3 weapon, and you gain a +1 bonus to saving throws.
  • You have resistance to necrotic, radiant, poison, and psychic damage.
  • Adonion regains 3 charges when you finish a long rest.
  • Whenever you expend any number of charges, roll a d20. On a roll of 11 or higher, Adonion regains 1 charge.
  • If you are forced to make a saving throw to resist being charmed or frightened, you may expend a charge to pass the save. 
  • You may expend 2 charges as an action to release a burst of energy. Every creature in a 20 ft radius must make a DC 17 Strength saving throw; If they fail, they take 6d10 force damage and are pushed back 10 ft; if they succeed, they take half damage and are not pushed back.
  • You may expend 2 charges as a bonus action to infuse Adonion with smiting power. For the next minute, your melee weapon attacks with Adonion deal an extra 2d10 force damage.
  • You may use an action to have Adonion change into another weapon. It assumes the statistics of the new weapon, while retaining its magical traits and options. Adonion resumes the shape of a longsword after 8 hours, unless you use another action to keep Adonion in another shape. If Adonion becomes a ranged weapon, it is loaded with a single piece of ammunition.
  • You may expend a single charge to cast any of the following spells: magic missile, freedom of movement, protection from energy, sanctuary, calm emotions, shield, magic weapon, vampiric touch
  • Adonion is a sentient magic item.

Adonion's personality is very meek. It speaks with a soft voice, so quiet that it can barely be made out. Because of this, it often makes its desires known through pulses of emotion. Adonion has blindsight to 120 ft and truesight to 30 ft. Because of how meek Adonion is, it depends heavily on the person it is attuned to for direction of its power and uses. When attuned to someone with a powerful sense of right and wrong, or law or chaos, they often unknowingly push down Adonion's consciousness and influence its power with their own ideals. Adonion is very powerful, but limited by its user's desires and personality. When bound to someone with a true neutral alignment, Adonion is not confined to a set of ideals and can make its sentience known. Adonion can be influenced very easily when sentient, and its personality will change as it observes what its' wielder does and how they act. 

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: A sword passed through the ages. The noblest of kings has used it to protect his lands fairly and justly, and the cruelest of warlords has used it to slaughter his way across the world. "Power doesn't change you. It shows who you truly are.", Healing, Damage, Control, Combat, Tag, Tags, Versatile, Sap

Item Tags: Healing Damage Control Combat Tag Tags

ThreeBugs

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