Weapon (any), legendary (requires attunement)

This vaguely sentient item is truly the trickster's weapon. Throughout what little is recorded of it, it has been a dagger in the back, a broadsword on the front line of battles, an arrow through the heart, and most recently, a sewing needle. The amorphous metallic ooze seems to bond to its wielder, allowing them full control over how it manifests.

Sentience. Quicksilver is a sentient chaotic good weapon with an Intelligence, Wisdom, and Charisma of 15. It has hearing and darkvision out to a range of 60 feet. It also has a speed of 15 feet, and will attempt to reunite with its wielder if removed or otherwise separated.

The weapon communicates telepathically with its wielder, and can understand Common, Sylvan, and Celestial.

Dormant

Quicksilver grants the following benefits in its dormant state:

  • You have a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make an attack with this thrown or ranged weapon, it returns to your hand.
  • This item allows you to manifest a form of your choosing. As a bonus action on your turn, you can hold forth the item and transform it into any type of weapon you have used before (see the "Weapons" chapter in the Player's Handbook for a list of weapons).
  • While holding this weapon, you have advantage on initiative rolls, and on Charisma (Deception) checks made to harmlessly trick other creatures.

Awakened

Quicksilver grants the following benefits in its awakened state:

  • The weapon’s bonus to attack and damage rolls increases to +2.
  • Moreover, as a free action at the start of each of your turns, you can change the weapon type of the weapon.
  • While wielding this weapon, you can cast the disguise self spell (DC 15) at will, without expending a spell slot.

In addition, you can use an action to allow the spirit of the sword to overtake you, and become a Moon Avatar for 1 minute, gaining the following benefits for the duration:

  • You gain immunity to radiant and necrotic damage.
  • You gain a flying speed of 20 feet, and can hover.
  • Ribbons of gossamer that glow like auroras emanate from your form. You emit bright light in a 15-foot radius and dim light for an additional 15 feet. The light is moonlight. As a bonus action, you can choose one creature you can see within 60 feet of you to be struck by a ribbon, invoking one of the following effects:

Yank. If the target is medium or smaller, they must make a DC 15 Strength saving throw, or be grappled (escape DC 15) and pulled up to 25 feet towards you in a straight line. While grappled in this way, the target is also restrained.

Tether. If the target is large or larger, the ribbon allows you to physically ground yourself to them. You gain advantage on all attacks against the target. Whenever the target moves while you remain tethered, you can choose to move an amount equal to them, as long as you maintain the same distance between yourself and the target at the end of this move. Additionally, as part of the bonus action used for Tether, you can move up to 30 feet in a straight line towards the target.

Only one creature may be affected by these effects at a time, and if you target another creature with either ability, the effect on the current target ends. Once you use the item's Moon Avatar property, it cannot be used again until the next dusk. The effect ends if you are incapacitated.

Exalted

Quicksilver grants the following benefits in its awakened state:

  • The weapon’s bonus to attack and damage rolls increases to +3.
  • When you use Quicksilver in a weapon type you are not proficient with, you are considered proficient.
  • The saving throw DC for the weapon’s abilities increases to 17.
  • You can use the Moon Avatar ability twice per dusk.
  • While transformed into the Moon Avatar, your flying speed becomes 60 feet (instead of 20 feet)
  • When in your Moon Avatar form, you gain access to a new option called Lunar Bindings. The target must succeed on a DC 17 Dexterity saving throw against this effect or take 5d10 radiant damage and be restrained as the ribbons form into glowing white chains. It must repeat the saving throw at the end of its next turn, ending the effect on a success. On a failure, the creature is paralyzed for 1 minute, as they become sedated by the Moonweaver's influence. Once you use this effect, you can not use it again until dusk.

Proficiency with a Rapier 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: Deception, Advantage: Initiative, Damage, Combat, Finesse, Vex

Item Tags: Damage Combat

MiaKingslayer

Comments

Posts Quoted:
Reply
Clear All Quotes