Weapon (greatsword), artifact (requires attunement by a neutral or good aligned creature that succeeds a DC 25 Charisma check.)

During the endless era of the Aboleth Empire when the gods bestowed aid to the uprising races that were enslaved, this weapon, the Ancient's End, was gifted to a vengeful mortal known as Nurhisis Lumos 'noxx. The monumental incursion of the Aboleth's, that were made possible by the will of the deities channeled through their vassals continued unfettered, reaching a key capitol of the Aboleth Empire known as Aic'yothl'xaeo (eye-IcK, yoth-L-zay-o) where in a desperate attempt to flee, Ytelk'enduss Ohm'dhron, a newly praised leader unleashed a mythic power that lies dormant within every Aboleth, which only few know how to achieve. When Ytelk'enduss Ohm'dhron unleashed this new power, for a moment he could not control the powerful rush of raw psyonic energy and tore the vulnerable fabric of reality apart, sending many of the opposing forces across the violent and turbulent newly forming planes and sucking the ruined city into the Astral Sea, where it remains to this era. With the city of Aic'yothl'xaeo in ruins and all but Ytelk'enduss Ohm'dhron and Nurhiris Lumos 'noxx left standing, the siege was over and everything faded into memory leaving only the sole survivor of the Aboleth City to reminisce upon. The legendary weapon, Ancient's End, can be found within faded memories repeating over and over the silvery island that eons ago was the capital Aic'yothl'xaeo.

The Ancient's End was gifted by Iaisnir, the Light against the Eldritch, to the mortal Nurhiris Lumos 'noxx eons ago and carries part of the deities soul, however as time moved on, Iaisnir became forgotten and arrived to the Graveyard of the Gods that adrift the vast Astral Sea. The Ancient's End holds a long blade made of raw jade featured on a golden hilt depicting a rising sun. Along the blade runs geometric runes that hum a feint light blue aura whenever there is an aberration present within one mile. Because the weapon itself has been lost to eons, only grasping it's existence from the adamant memory of Ytelk'enduss Ohm'dhron, the weapon can only exist upon the Astral Plane as the wielder manifests it into being. 

Iaisnir, the Forgotten Hope lies dormant within the weapon of his own creation waiting for eons for a mortal to bless his power too. Because of Iaisnir's personnel history against the Aboleth Empire, his hate for them is ever-present, while a mortal holds Ancient's End, Aboleths have disadvantage on saving throws forced by the weapon and Aboleths have disadvantage on attack rolls made against the wielder.

Sentience. Ancient's End is a sentient good weapon with an Intelligence of 24, a Wisdom of 26, and a Charisma of 28. It has truesight out to a range of 90 feet.
 Ancient's End communicates telepathically with its wielder and can speak, read, and understand celestial and deep speech.
Personality. The remaining fragment of the deity Iaisinir lays dormant within the weapon of his own creation. Iaisnir encourages the vows that defend and protect mortals from aberrations, eldritch abominations and other similar entities that seek to corrupt the vulnerable. Iaisnir particularly despises the Aboleth race, and will advise as much as he can to seek their eradication.  
Dormant. Ancient's End grants the following benefits in its dormant state:
  • You gain a +2 bonus to attack and damage rolls made with this magic weapon.
  • When you hit an aberration with Ancient's End, a burst of shimmering light blue light ruptures the entity. The first attack that hits on your turn deals an additional 2d8 radiant damage to the aberration. This damage increases to 4d8 radiant damage in the weapons awakened state and finally, 6d8 radiant damage in it's exalted state.
  • While holding the weapon, as part of an attack you can use an action to make the sword emanate a burst of blue light that detests aberrations. Each aberration that is bathed in this light 30 feet from you must make a DC 21 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute and can make another Wisdom saving throw at the end of it's turn. A turned creature must spend its turns trying to move as far away from you as it can, it can't willingly move to a space within 30 feet of the weapon and it also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the aberration can use the Dodge action. Once an aberration has been turned like this, it is immune to this effect for the next 24 hours. The DC for this effect increases to 23 at it's awakened state and finally 25 at it's exalted state.
Awakened. When Ancient's End reaches an awakened state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +3.
  • While you hold Ancient's End, you and allies within 60 feet of you that aren't aberrations have advantage on Intelligence, Wisdom and Charisma saving throws from aberrations. 
Exalted. When Ancient's End reaches an exalted state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +4.
  • During a short or long rest, Ancient's End creates an effect similar to the forbiddance spell. However, the ward only affects aberrations and the area that it affects is a 40,000 foot cube centered on Ancient's End.
  • While holding Ancient's End, you are enveloped in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. This barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the aberration takes 1d10 radiant damage. An aberration can attempt to overcome the barrier by using an action to make a DC 25 Charisma check. On a success, the aberration ceases to be blocked by the barrier.

Proficiency with a Greatsword 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: Damage: Radiant, Damage: Radiant, Damage: Radiant, Favored Enemy: Aberrations, Bonus: Choose Dexterity, Intelligence, Wisdom, or Charisma, Frightened, neutral or good aligned creature that succeeds a DC 25 Charisma check., Damage, Combat, Warding, Heavy, Two-Handed, Graze

Item Tags: Damage Combat Warding

Keylith_The_Mage

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