Weapon (shortsword), very rare (requires attunement)

Salister Kane keeps a vast collection of magical items which he provides to his associates. Some are wielded by his lieutenants, others he can provide to the players. Salister can make copies of any of these items—they aren’t unique—but he takes great pains to avoid advertising that, instead pretending that the items were recovered from ancient ruins. The specific item's flexible—you can change plate armor to studded leather or a crossbow into a greataxe. The important thing's to create items that excite your players. In addition to their listed properties, all of these items've the following additional traits:

  • Cursed Attunement. Attuning to an item from Kane’s reliquary safely requires the blessing of Salister Kane. If a creature attunes to 1 of these items w/o that blessing, they're cursed. While cursed, the item can't be unattuned. Any special abilities of the item can't be used, any bonuses the item'd normally grant instead become penalties, & any resistances or immunities to damage granted instead cause the wearer to be vulnerable to those damage types. These vulnerabilities override any resistances or immunities the wearer already has. For example, the Blacksun Plate would inflict a -2 penalty to AC & make the wearer vulnerable to fire & cold damage. Removing the curse requires casting remove curse at 5 level or higher, which ends the attunement & allows the removal of the item.
  • True Colors. Salister can revoke his blessing for an individual to attune to 1 of these items at any time, no action required. If he does so, the wearer of the item's immediately cursed, as detailed above.
  • Scrying Conduit. Salister Kane can cast scrying as a 10-min ritual, but only targeting an item from his reliquary. The scrying sensor appears inside the item, allowing Salister to see everything around it. The sensor can’t be seen, even w/ truesight or see invisibility, but casting detect magic while scrying's active reveals the presence of divination magic in the item.

Salister eventually gains access to a more powerful set of magic items. These items aren't initially available for him to hand out—they're unlocked as he completes some of his schemes. Unlike the standard magic items, these're all unique & can't be copied. Salister'll only give them out if he believes the party can be of exceptional use. They'll also aid him in eventually taking them down. Unlike the standard magic items, no contract's necessary for the party to make use of these items. Attuning to 1's considered implicit agreement to the terms of use &, once attuned, the item can’t be dropped or given up unless remove curse's cast on the wielder.

Properties. +2 bonus to attack & damage rolls. The 1st 10 ft. you move on each of your turns doesn’t provoke opportunity attacks. Once per turn, when you move at least 10 ft. before making an attack w/ this weapon, that attack's made w/ advantage. Once per day, when you hit w/ an attack, you can turn that hit into a crit.

Benefit to Salister Kane. Salister can use a bonus action to force the wielder of this weapon to move up to 10 ft. & make a single weapon attack against a target of Salister’s choice. If this attack hits, it's an auto crit.

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, Advantage: Melee Attacks, Finesse, Light, Vex

The_Hidden

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