Weapon (longsword), artifact (requires attunement by a warlock, or sucessful negotation with the weapon)

This hooked brass longsword uses a specific drow ancestry to power its abilities. The Kent’tar have long been the reliable warriors and killers of the drow, and this sword began with them. Bestowed upon them even before their surname, by Lolth herself, this weapon was created to win at all costs. Following the fall from grace of the Den Kent’tar, the blade changed from an item of reverance, to one of a dark fate. It can only be wielded to its fullest by a member of the Kent’tar family. 

You have a +1 bonus to attack and damage rolls made with this magic weapon. If you attempt to disarm someone, you add +5 to the attack roll. When this weapon is used as a hex weapon, it can also be wielded as a finesse weapon, but it loses its status as a versatile weapon when wielded in this way. The hilt of the sword features a slot for a talisman in its pommel.

Sentience. Bal’yl has hearing and darkvision out to a range of 30 feet, it has tremorsense out to 60 feet. The weapon can speak, read, and understand Abyssal, Common, Elvish, Infernal, Undercommon, and can communicate with its wielder telepathically.

Upon a character’s first long rest after attuning to this item, as well as when they reach level 8, 12, 16, and 17, the player has an interaction with a designated personality, going in order from top to bottom of the list below. Within the Realm of the Blade, a mental dimension within the weapon, the personality makes itself known and evaluates the wielder, usually through a test of some sort. Tests serve to either have the wielder prove they are worthy of an ability, or teach the wielder how to use the ability gained at the given level under the property Burning Drow. If the wielder passes the first test, they are able to use Bal'yl as their pact weapon. The weapon also becomes able to summon itself to the wielder, prevent itself from being dismissed, prevent the wielder from using any of its properties, and prevent the wielder from leaving the Realm of the Blade, if the majority of personalities wish so. The wielder can request to interact with the personalities separately, or as a whole in their council. Until a personality has made itself known to the wielder, it appears as a disembodied voice in their council.

Personalities. The patrons of this sword are the chosen ancestors and representatives of the Den Kent’tar, who upon their death were ritualistically sealed within the sword itself, to add their strength and knowledge of warfare to it and future generations. They are a line with a heavy ties to the ideals of Lolth and Drow society. 

Zekquarra, Dragon Legion, is the head personality, and a master manipulator. She keeps the wielders, past and present, in line.

Zekquarra, Dragon Legion

Armor Class 17 (Elven Chain)

Hit Points 145 (17d8 + 68)

Speed 30 ft.

STR
8 (-1)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
22 (+6)

Saving Throws Wis +11, Cha +12

Skills Arcana +11, Deception +12, Insight +11, Intimidation +12, Perception +11, Persuasion +12, Religion +11

Damage Resistances fire

Senses darkvision 120 ft., passive Perception 20

Languages Abyssal, Common, Elvish, Infernal, Undercommon, telepathy 30 ft.

Challenge 17 (18,000 XP)

Dark One's Own Luck (Recharges after a Short or Long Rest). When Zekquarra makes an ability check or saving throw, she can add a d10 to the roll. She can do this after the roll is made but before any of the roll's effects occur.

Devil's Sight. Zekquarra can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fey Ancestry. Zekquarra has advantage on saving throws against being charmed, and magic can't put her to sleep.

Hurl Through Hell (Recharges after a Short or Long Rest). When Zekquarra hits a creature with an attack, she can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of Zekquarra's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Innate Spellcasting. Zekquarra's innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 20), requiring no material components:

Magic Weapons. The Waerda's weapon attacks are magical.

Repelling Blast. When Zekquarra hits a creature with eldritch blast, she can push the creature up to 10 feet away from her in a straight line.

Spellcasting. Zekquarra is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:

Sunlight Sensitivity. While in sunlight, Zekquarra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d6 - 1) bludgeoning damage plus 22 (6d6) fire damage.

 

Waerda, Hidden Trickster, “The Hiding Coward.” She hides in her webbed cocoon, permanent retreat being the most sure route to victory for this imprisoned immortal.

Waerda, Hidden Trickster

Armor Class 18 (Studded Leather, +1)

Hit Points 111 (15d8 + 45)

Speed 30 ft.

STR
6 (-2)
DEX
20 (+5)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
14 (+2)

Saving Throws Dex +10, Int +10, Wis +10

Skills Deception +7, Insight +16, Investigation +16, Perception +16, Persuasion +7, Sleight of Hand +10, Stealth +16

Senses darkvision 120 ft., passive Perception 26

Languages Common, Abyssal, Elvish, Infernal, Undercommon

Challenge 15 (13,000 XP)

Blindsense. If Waerda is able to hear, she is aware of the location of any hidden or Invisible creature within 10 feet of them.

Cunning Action. On each of its turns, Waerda can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If Waerda is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Waerda instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Fey Ancestry. Waerda has advantage on saving throws against being charmed, and magic can't put her to sleep.

Innate Spellcasting. Waerda's innate spellcasting ability is Charisma (spell save DC 15). Waerda can innately cast the following spells, requiring no material components:
Magic Weapons. The Waerda's weapon attacks are magical.
 
Reliable Talent. Whenever Waerda makes an ability check in the given list of skills, she can treat a d20 roll of 9 or lower as a 10.
 
Sneak Attack (1/Turn). Waerda deals an extra 30 (8d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Waerda that isn't incapacitated and Waerda doesn't have disadvantage on the attack roll.
 

Sunlight Sensitivity. While in sunlight, Waerda has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Waerda makes two attacks with her dagger or her light crossbow.

Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 19 (3d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Uncanny Dodge. Waerda halves the damage that she takes from an attack that hits her. Waerda must be able to see the attacker.

 

Balimar, Flame Maker, is a transmutation and necromancy specialist who sought to unlock the potential of the sword, pushing her down the path of lichdom. Her pursuit of knowledge has blinded her to traditional wisdom.

Balimar, Flame Maker

Armor Class 16 (Elven Chain)

Hit Points 90 (15d6 + 45)

Speed 30 ft.

STR
6 (-2)
DEX
12 (+1)
CON
16 (+3)
INT
23 (+6)
WIS
9 (-1)
CHA
16 (+3)

Saving Throws Int +12, Wis +5

Skills Arcana +12, Deception +9, Perception +5, Stealth +7

Damage Resistances cold, lightning, necrotic

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

Senses truesight 120 ft., passive Perception 15

Languages Abyssal, Common, Elvish, Infernal, Undercommon

Challenge 15 (13,000 XP)

Command Undead. As an action, Balimar can choose one undead that she can see within 60 feet of her. That creature must make a Charisma saving throw against her wizard spell save DC. If it succeeds, she can't use this feature on it again. If it fails, it becomes friendly to her and obeys her commands until she uses this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Fey Ancestry. Magic can't put Balimar to sleep.

Innate Spellcasting. Balimar's spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:

Reinstall Soul. If Balimar has captured a soul with soul cage, she can use an action to put the soul back into its body if she can see it, reviving the creature with 50 hit points.
 
Rejuvenation. Balimar's body turns to dust when she drops to 0 hit points. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of Balimar's phylactery, within her room in the Realm of the Blade.
 
Spellcasting. Balimar is a 17th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Balimar has the following wizard spells prepared:

Sunlight Sensitivity. While in sunlight, Balimar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Turn Resistance. Balimar has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces Balimar to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Balimar drops to 1 hit point instead.

Actions

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 2) bludgeoning damage, or 3 (1d8 - 2) bludgeoning damage if used with two hands.

 

Phyrstra, Blessed Spider, is a primitive brute who opened her senses to Lolth to willfully become a Drider, unstoppable in battle with her twin longswords and enhanced instincts.

Phyrstra, Blessed Spider

Armor Class 20 (natural armor)

Hit Points 286 (22d12 + 132)

Speed 40 ft., climb 40 ft.

STR
25 (+7)
DEX
16 (+3)
CON
22 (+6)
INT
8 (-1)
WIS
20 (+5)
CHA
18 (+4)

Saving Throws Str +13, Con +12

Skills Perception +10, Stealth +8

Condition Immunities frightened

Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 20

Languages Common, Abyssal, Elvish, Infernal, Undercommon

Challenge 15 (13,000 XP)

Fey Ancestry. Phyrstra has advantage on saving throws against being charmed, and magic can't put her to sleep.

Innate Spellcasting. Phyrstra's innate spellcasting ability is Charisma (spell save DC 17). Phyrstra can innately cast the following spells, requiring no material components:

Magic Weapons. The Waerda's weapon attacks are magical.

Rage. On Phyrstra's turn, she can enter a rage as a bonus action. While raging, she gains the following benefits:

  • Phyrstra has advantage on Strength checks and Strength saving throws.
  • When Phyrstra makes a melee weapon attack, she gains a +4 bonus to the damage roll.
  • Phyrstra has resistance to bludgeoning, piercing, and slashing damage.
  • She is able to cast and concentrate on spells while raging.
  • She can end her rage as a bonus action.

Reckless. At the start of its turn, Phyrstra can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.

Spider Climb. Phyrstra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, Phyrstra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Sense. While in contact with a web, Phyrstra knows the exact location of any other creature in contact with the same web.

Web Walker. Phyrstra ignores movement restrictions caused by webbing.

Actions

Multiattack. Phyrstra makes three attacks with her longswords. She can replace one of those attacks with a bite attack.
 
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 9 (1d4 + 7) piercing damage plus 21 (4d8 + 7) poison damage.
 
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 26 (3d10 + 7) slashing damage if used with two hands.
 
Web Net (Recharge 5–6). Phyrstra launches webs at a 30-foot radius area within 90 feet. Each creature in that area must succeed on a DC 16 Dexterity save. On a failed save, the creature takes 18 (3d10 + 5) damage and is restrained by webbing. As an action, the restrained creature can make a DC 18 Strength check, destroying from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15; 25 hit points; is vulnerable to fire damage; and is immune to bludgeoning, poison, and psychic damage.

 

G’eld’dor, Spider Arm, is the oldest personality, utterly devoted to her given purpose, to uphold Lolth as the one true God and cull the weak. A true paladin of Lolth.

G’eld’dor, Spider Arm

Armor Class 21 (+3 plate armor)

Hit Points 253 (23d10 + 115)

Speed 30 ft., climb 30 ft.

STR
22 (+6)
DEX
20(+5)
CON
20 (+5)
INT
14 (+2)
WIS
18 (+4)
CHA
27 (+8)

Saving Throws Str +15, Dex +14, Con +14, Int +11, Wis +19, Cha +23 (+8 on saves from Aura of Protection)

Skills Athletics +13, Deception +15, Insight +11, Intimidation +15, Perception +11

Damage Resistances fire, cold, lightning, necrotic

Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 20

Languages Common, Abyssal, Elvish, Infernal, Undercommon

Challenge 23 (50,000 XP)

Aura of Protection. Whenever G'eld'dor or a friendly creature within 30 feet of her must make a saving throw, they gain a bonus to the saving throw equal to her Charisma modifier (with a minimum bonus of +1). G'eld'dor must be conscious to grant this bonus.

Divine Smite. When G'eld'dor hits a creature with a melee weapon attack, she can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fey Ancestry. G'eld'dor has advantage on saving throws against being charmed, and magic can't put her to sleep.

Immutable Form. G'eld'dor is immune to any spell or effect that would alter its form.

Innate Spellcasting. G'eld'dor's innate spellcasting ability is Charisma (spell save DC 23). The drow spy can innately cast the following spells, requiring no material components:

Legendary Resistance (1/day). If G'eld'dor fails a saving throw, she can choose to succeed instead.
 
Magic Weapons. G'eld'dor's weapon attacks are magical.
 
Purity of Spirit. G'eld'dor is always under the effects of a protection from evil and good spell.
 
Rejuvenation. G'eld'dor's body turns to dust when she drops to 0 hit points. G'eld'dor gains a new body after 2d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of G'eld'dor's phylactery, within her room in the Realm of the Blade. Due to the stress of coming back from the dead through her imperfect lichdom (purposefully administered as such by Balimar), she takes takes a −4 penalty to all attack rolls, saving throws, and ability checks for one week. Following a Coup against her, she stalks the council room in a feral state.
 
Soul Absorption. If the wielder of Bal'yl or a personality within it dies during a Coup, G'eld'dor absorbs their soul from their psychic form, and they can't be revived by any means short of a wish spell. G'eld'dor's hit point maximum and current hit points increase by 50, she regains a spell slot of each level, and her maximum and current Legendary Resistances increase by 1, up to a maximum of 3 per day. After she absorbs 2 souls, each soul absorbed increases the amount of Legendary Actions she can take by 1, up to a maximum of 5 per round.
 
Spellcasting. G'eld'dor is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She has the following paladin spells prepared:
Spider Climb. G'eld'dor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, G'eld'dor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undead Fortitude. If damage reduces G'eld'dor to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, G'eld'dor drops to 1 hit point instead.

Web Sense. While in contact with a web, G'eld'dor knows the exact location of any other creature in contact with the same web.

Web Walker. G'eld'dor ignores movement restrictions caused by webbing.

Actions

Multiattack. G'eld'dor makes two attacks, either with her longsword or her longbow.
 
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, or 18 (2d10 + 6) slashing damage if used with two hands, plus 8 (2d8) radiant damage.
 
Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 16 (2d8 + 3) piercing damage plus 7 (1d8 + 3) poison damage.
 
Dreadful Aspect (Recharges after a Short or Long Rest). G'eld'dor exudes magical menace. Each enemy within 30 feet of her must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from her, the target can repeat the saving throw, ending the effect on itself on a success.
 

Legendary Actions

G'eld'dor can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. G'eld'dor regains spent legendary actions at the start of its turn.
 
Attack. G'eld'dor makes one attack with her Longsword or Longbow.
Move. G'eld'dor moves up to her speed without provoking opportunity attacks.
Frightening Gaze (Costs 2 Actions). G'eld'dor fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 23 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to G'eld'dor's gaze for the next 24 hours.
Lolth's Gossamer (Costs 3 Actions). G'eld'dor conjures a web around herself. Each target within 10 feet must make a Strength saving throw DC 23 or be restrained until the end of G'eld'dor’s next turn.

 

Realm of the Blade. The psychic realm of the blade is a series of dimly lit spaces and black onyx floors, each with a sudden, impenetrable, black dark at its bounds, to the point where the presence of light denotes a room, and the lack of it denotes the walls. Each "room" exists separate and unconnected to the others. One moves by wanting to be in different room. There exists the council room (a collection of 4 thrones and one large cushion in a half circle), five other rooms, one for each personality, and more distinct rooms should a personality require another. Each personality can communicate with each other telepathically. If an object, area, or interactive illusion in the form of a creature is required by a personality, it appears for them in their room. A creature must request permission to enter a personality's room (if it isn't its own). A creature visiting the realm can use an action to enter (or be dismissed from) the realm, and in entering, creates a psychic copy of itself with its game statistics and possessions. Only used spell slots, or spells or effects that affect a creature's mental state or mental statistics (Intelligence, Wisdom, and Charisma), such as the charmed condition, or the spells dominate person, bestow curse, phantasmal killer, or feeblemind, persist beyond the creature's psychic form. If the wielder's psychic form or physical body is reduced to 0 hit points while in this realm, they are dismissed back to their physical body and awaken. The spells detect thoughts, telepathic bond, telepathy, if cast on the wielder's physical body while they are in the mental realm, allow others to enter the realm within 5 feet of the wielder's psychic form. If such a spell ends or requires concentration and its concentration is broken, if dispel magic is cast upon them successfully (DC 10 + the level of the spell that allowed them to enter the realm), if their psychic form or physical body are reduced to 0 hit points, or if G'eld'dor absorbs the wielder's soul, they are dismissed back to their physical body, unless they are under the effects of the spells flesh to stone, imprisonment, or true polymorph. If they are reduced to 0 hit points in their psychic form, they are reduced to 0 hit points but stabilized in their physical body. The physical bodies of creatures visiting the realm appear to be in a trance, and are treated as if they are unconscious; they are not aware of their physical body's surroundings, but are aware of the state of their physical body.

Coup. If a wielder becomes trustworthy enough to one of the personalities, they present the option to extricate other oppositional personalities from the weapon. To accomplish this, the wielder must combat and defeat said personalities in the Realm of the Blade, with the aid of allied personalities and the opposition of personalities allied with your opponent. Some personalities may abstain. For a coup to begin, all personalities must be in the council room, and are contained there for the duration of the coup. If the wielder or a personality dies in this battle, their psychic body remains for 1 minute, but G'eld'dor absorbs their soul, and they can't be revived by any means short of a wish spell, or Balimar's Reinstall Soul ability.

Top of the Food Chain. If the wielder gains the loyalty of all personalities within the sword, Bal’yl grows to twice its size, and becomes a greatsword. The wielder can shift the sword between longsword form and greatsword form when they finish a short or long rest. If they choose to wield it as a longsword, their warlock spell slots increase by one spell level.

Master of Two Hells. If an individual devil’s talisman is placed into the pommel of this weapon, the wielder can cast the spell infernal calling through the weapon once per long rest to summon that particular devil. If the devil summoned through the talisman is of a higher challenge rating than the wielder should ordinarily be able to summon through the spell, it is treated as if they summoned the devil without a talisman.

Bestowed Immortality/Death. A Drow Matron Mother can perform a ritual with the weapon and the corpse of the wielder, and seal the wielder's body and soul within the weapon. If a Drow Matron Mother performs a ritual on the weapon and makes an arcana check of 20 or higher, or if Lolth herself touches the weapon and speaks the names of those she wishes to free, the personalities are released from the weapon. When released, they each appear in a random, unoccupied space as close to the weapon as possible.

Inferior Bloodline. If anyone besides a member of the Den Kent’tar willfully wields this blade, they will receive 2 points of exhaustion after 1 hour. This effect stacks for each hour it is wielded. A creature not of the Den Kent'tar, or even not of the warlock class, can attune to this weapon, and then attempt to negotiate wielding it with the personalities within. Bal'yl prefers warlocks, and will not accept a wielder of any other class without good cause or reason. A successful negotiation nullifies this property. Without a successful negotiation, they are unable to use any of the other properties of this weapon.


Burning Drow. When you have this weapon drawn, your right eye is drained of its color, and becomes grey. As the wielder grows in power, so too does this weapon in response:

(4th Level) Burn. As a bonus action, you can use a warlock spell slot, or reduce your current hit points and hit point maximum by 5, and cause this sword to catch a purplish fire that casts bright light in a 20-foot radius and dim light for an additional 20 feet. This adds an additional 1d4 fire damage to strikes with this weapon. For every level of spell slot or every 5 hit points you use to activate this property, the fire damage increases by 1 dice size, up to 1d12 (1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12). If you sacrifice hit points to use this property, you regain them upon finishing a long rest. Only one effect can exist at a time. This effect lasts for 1 hour.

(8th Level) Cocoon. As an action, or if you are incapacitated while this weapon is in your possession, webs sprout from the sword and weave around you in a cocoon. The cocoon insulates you and has 50 hit points. If you are at 0 hit points, you are stabilized until the cocoon is destroyed, at which point you resume making death saving throws. If the cocoon persists for 1 minute and you remain at 0 hit points, you return to 1 hit point and the cocoon dissipates. If they are friendly and willing, another creature within 5 feet may become encased inside of the cocoon with you. (They now share your 5 foot space, but are ejected into a space of their choice next to the cocoon upon its dispersal.) If an attack does more damage than is there are hit points to the cocoon, it absorbs the total damage. Those inside can see and hear through the cocoon, but those outside of it cannot see or hear inside of it, and you have enough room to do all spell components. Healing spells that target the cocoon will be redirected to you while inside, or if you choose, another creature inside. The cocoon’s duration can be indefinite unless the wielder chooses to disperse it as a bonus action. You can use this ability once per long rest.

(12th Level) Balimar's Fire. When you activate Burn, you can decide the type of elemental damage it gives. 

(16th Level) World as a Web. While this weapon is in your possession, you gain tremorsense for 30 feet. While in contact with a web, you know the exact location of any other creature in contact with the same web, and you ignore movement restrictions caused by webbing.

(17th Level) Black Blade of Disaster. If you know the spell blade of disaster, its behavior is modified while this weapon is in your possession. Bal'yl maintains concentration on the spell so that you don't have to. Upon casting the spell, the personality within this weapon you have bonded with the most is summoned to wield the blade of disaster. The wielder has the personality's creature type and size, and is capable of opportunity attacks, and flanking only with you. The wielder has hit points equal to your hit point maximum, shares your AC, and has immunity to all conditions. Whenever it makes an ability check or saving throw, it uses the personality’s bonuses. When either you or the wielder drops to 0 hit points, or the duration ends, the spell ends.

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, warlock, or sucessful negotation with the weapon, Damage, Combat, Versatile, Sap

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4/4/2021 11:55:23 PM
69
1
1.3
Coming Soon
4/5/2021 12:06:34 AM
69
1
--
Coming Soon
4/5/2021 12:18:33 AM
70
1
1.3
Coming Soon
4/5/2021 12:20:20 AM
70
1
1.3
Coming Soon
4/5/2021 12:32:04 AM
71
1
1.3
Coming Soon
4/5/2021 12:34:00 AM
71
1
1.3
Coming Soon
4/5/2021 12:57:14 AM
71
1
1.3
Coming Soon
4/5/2021 10:54:00 PM
73
1
1.3
Coming Soon
4/5/2021 11:10:55 PM
73
1
1.3
Coming Soon
4/8/2021 12:17:55 AM
174
1
1.3
Coming Soon
4/8/2021 8:22:45 AM
119
1
1.3B
Coming Soon
4/8/2021 6:43:18 PM
125
1
1.3B
Coming Soon
4/8/2021 7:13:07 PM
127
1
--
Coming Soon
4/9/2021 1:25:48 AM
177
1
1.3B
Coming Soon
4/9/2021 6:42:28 AM
138
1
1.3B
Coming Soon
4/10/2021 7:17:32 AM
139
1
1.3B
Coming Soon
4/11/2021 2:30:26 AM
154
1
1.3B
Coming Soon
4/12/2021 11:23:17 PM
213
1
1.3B
Coming Soon
4/13/2021 7:50:33 AM
187
1
1.3B
Coming Soon
4/13/2021 8:22:58 AM
195
1
1.3B
Coming Soon
4/13/2021 10:42:44 AM
197
1
1.3B
Coming Soon
4/13/2021 10:53:57 AM
203
1
1.3B
Coming Soon
4/14/2021 8:36:58 AM
203
1
1.3B
Coming Soon
4/14/2021 9:29:49 AM
211
1
1.3B
Coming Soon
4/16/2021 9:47:48 PM
214
1
1.3B
Coming Soon
4/28/2021 2:21:11 PM
318
2
1.3B
Coming Soon
5/1/2021 4:55:28 PM
397
2
1.4B
Coming Soon
5/2/2021 12:48:08 PM
366
1
1.4B
Coming Soon
5/12/2021 6:18:52 PM
355
1
1.4B
Coming Soon
6/4/2021 8:20:45 AM
508
2
1.4B
Coming Soon
6/20/2021 7:54:08 PM
425
1
1.4B
Coming Soon
6/28/2021 11:06:34 PM
425
1
1.4B
Coming Soon

Item Tags: Damage Combat

LorneMalvo

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