The Spiritess is inhibited by the weakened soul of princess Natorovva Glannis.
The Spiritess is a sentient weapon that is inhabited by a Spector of the dead princess. In life she led the army's who thought over the hills and fertile lands surrounding the elven capital Labelas, against the dwarfs. Heir to the throne over her older sister she was a fierce general, not for combat prowess but for an affinity for the spirits and ancestors of old. Leading army's of spirits as she grew in power, opening tears to the fey to draw power from it, becoming the powerful arch-fey of spirits and souls. Her ego and ambition however turned the tides of the battle, against her favour. Her most loyal captain, the archanist Lucan Berevan would be whispered tales of lichdom and immortality, the power to prove his devotion and give his princess a sweeping victory by deceitful fey hags. The dwarfs finding an old outer planar race, taking advantage of the discovery and unlocking similar other worldly forces and powers within their minds. And her ever jealous sister, who discovering what the dwarfs had unlocked took advantage. Looking to the horrors of the outer planes, her sister would become changed, mutated and maddened she was driven insane by the other worldly beings. Madness witch drove her to change her entire form, to that of a horror to murder her sister and her battalion of guards, in a forced retreat. In her dying breaths The Spiritess bound her soul to glaive swearing a disgust and burning hatred for the horrors and ability's of the outer planes.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The Spiritess also has 5 daily charges and regains 1d4+1 at each dawn It has the following additional properties
Planar enemy. The Spiritess is sworn to vengeance against creatures of the planes and other planar magic, any character that attunes to the item shares the deep hatred although not as if its their own hatred. Any character who attunes to this item gains the following flaw "Planar creatures disgust me and I wish to see planar magics never misused."
Seal away the otherworldly. Whenever you reduce a fey, fiend, elemental, celestial or abberation to 0 hp you can attempt to prevent the creature from ever returning to the plane you currently are in (unless in a plane the creature is native to). The wielder can spend 2 charges from the weapon and force the target to make a Dc 14 charisma saving throw, if the saving throw is successful the creature drops to 0 hp as normal. If the saving throw is failed, then the target drops to 0 hp and dies as normal but can never attempt to enter the plane were this ability was used again as if under a geas spell. Immediatly after a failed save the character can use their reaction to teleport 30 feet from your current location (as if a misty step spell) and gain 2d4 temp hp.
Minor properties. The character that attunes to this weapon and bonds with the Spiritess gains the fey ancestry trait. Magic cant put them to sleep and they have advantage on saves against being charmed. And learn elvish as a language. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations dont change how the item is worn, carried, or weilded, and they have no affect on the other magical properties. For example changing the symbols inscribed upon the weapon hinting at its celestial origin to be less obvious.
Soul drain. The wielder spends 2 (charges) and attempts to tear the life-force from the very souls of enemies. When the wielder hits a melee attack with this weapon they can spend the charges to magically force the creature to make a Dc 14 constitution saving throw and take 3d10 necromancy damage. On a successful save the target takes half the damage with no other affects, on a failed save the creature takes the full damage and hit maximum drops by the same amount taken it can then force two other creatures within 15 ft to make the same saving throw or take half the damage dealt to the target. The Spiritess grows in power, when fed 20 maximum hp from any creatures it's soul and that of the weilders grow stronger in bond and will increase its power and versitility, unlocking The soul mistress.
Ethereal walker. You connect your physical self with that of your's and the Spiritess's untill. You can spend an action and 3 (charges) to cast etherealness (no material componants required) untill the end of your current turn. In this state you cant be damaged, seen by anything without true sight, move in any direction and see in the ethereal plane.
Sentience. The Spiritess is a sentient magic item of Chaotic neutral alignment. She has an Intelligence of 13, a Wisdom of 14 and a Charisma of 10. She also hearing and darkvision out to 120 ft. The weapon can speak read and write; common, elvish and sylvan and also understands any languages the weilder dose.
Personality. The Spiritess is a spirit bound to the world out of vengeance, she will remain a sentient item completing the goal of fighting planar creatures sealing away the material plane. Unless the material plane was to be restored to its separation a task seemingly only accomplishable by the gods she will not be able to be laid to rest or if her sister is found and killed. She doesn't instantly learn of a characters backstory but can sense loss, anger or hatred within them. Although what to will be vague to her, she dose however connect to characters who share a similar distain for creatures of the other planes and pushes characters aligned in her goal or not to attempt to banish or seal away planar entity's or powers. In life the Spiritess accomplished a lot of things, and as a side affect of a pseudo version of herself and her soul being bound to the weapon, the weapon itself has gained a very shallow personality added upon hers. As such the weapon expects great things of its new wielder and she shall portray that when communicating. The Spiritess will periodically and randomly alter her apperance in slight ways. She can refuse to have her illusionary property's work if the bearer tries to revert these changes.
Proficiency with a Glaive 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.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Bonus: Magic, Damage: Necrotic, Celestial origin. The weapon is half the normal weight, and inscribed with feathered wings, suns and other symbols of good. Fiends find the item repulsive. , humanoid with proficiency with the glaive., Damage, Combat, Heavy, Reach, Two-Handed, Graze
Comments