Weapon (longsword), legendary (requires attunement)

Witherbane is a jet black blade with thin blood red veins sprouting from the base, with a dark iron cross guard and thick pommel, each embroidered with blood red accents. The hilt is wrapped in dark brown leather wraps, though they do not help the wielder with comfort. The blade is thin, long, and straight. It also has a black sheath of lead covered by thick leather branded with a faded abyssal rune on one side; it will glow red if near creatures or places that are Abyssal in nature. The opening is fitted with a heavy clasp to keep the blade in place. 

A person of generally ‘good’ or ‘neutral’ alignment feels nauseous while looking at Witherbane, even sheathed, and touching the sword can induce vomiting.  Wrapping the sword in some sort of barrier, such as a blanket, seems to help suppress these effects.

Witherbane was the weapon of the Abysswalker Varal A'Daronrae, who was an Abysswalker that was said to have defeated powerful demons in his campaign against the Abyss. However, lore claims he was overwhelmed, and his sentient weapon lost to the evil in the Abyss. After over 300 years of festering in the plane, the sword is corrupted and does not know it's past, or it's original purpose.

Sentience. Witherbane is a sentient magic weapon with Int 17, Wis 10, and Cha 19. It has hearing up to 120 feet.  It can speak, read, and understand Common/Abyssal, and It can communicate telepathically with anyone within 10 feet. While attuned, Witherbane also understands all languages of Its wielder.

Presence. A person of generally good or neutral alignment feels nauseous while looking at Witherbane, even sheathed, and touching the sword can induce vomiting (Con 12 DC) if unattuned.

Compulsion. If unattuned, its possessor is unwilling to part with Witherbane, keeping it on their person at all times. If of non-evil alignment, must beat Cha DC 12 to be free of Witherbane. If of evil alignment, must beat Cha DC 25 to be free of Witherbane.  

States of Awakened Being.

 Sheathed

  • Witherbane is only considered sheathed while Its clasp is closed. 
  • While sheathed, It counts as a Versatile (1d10) Finesse weapon that deals 1d8 bludgeoning damage.

 Unclasped

  • Liquid-black smoke pours from the blade.
  • All color within 30 ft slightly deepen (i.e. reds becomes maroons, yellows becomes golds, oranges becomes burnt umbers.)
  • While Witherbane is Unclasped, It counts as a +1 Versatile (1d10) Finesse weapon that deals 1d8 slashing damage.
  • Special effects apply once attuned.
  • Compulsion. Beat Cha 30 DC to unhand or Cha 12 DC to re-clasp Witherbane. If fail, they are compelled to unsheathe the sword

 Unsheathed

  • Liquid-black smoke pours from the blade.
  • All color within 30 ft deepens.
  • While Witherbane is Unsheathed, It counts as a +3 Versatile (1d12) Finesse weapon that deals 1d10 necrotic damage.
  • Corrupted Vitality. When you Unsheathe Witherbane, or start your turn with Witherbane Unsheathed, you take 1d8 necrotic damage, then gain that many temporary hit points.
  • Special effects apply once attuned.
  • Compulsion. Beat Cha 30 DC to unhand or Cha 12 DC to sheath Witherbane. If fail, they possessor is driven into a frenzy, using the sword to attack the nearest creature regardless of affiliation. 

Attunement. A being of non-evil alignment must be touching Witherbane for 24 hours to become attuned.  Once attuned:

 Special: Compulsion.

You are unwilling to part with Witherbane, keeping it on your person at all times.  You must beat Cha DC 30 to ever be free of Witherbane.

 Special: Awakened Spellcasting.

Witherbane endows Its wielder with the spell ‘Detect Evil and Good.’ (Once per long rest)

 Special: Awakened Vitality.

When the wielder rolls a critical hit, they gain 10 temporary hit points.

 Special: Awakened Awareness.

Witherbane warns you of danger. While in possession of It, the wielder has advantage on initiative rolls. In addition, the wielder and anyone within 30 ft cannot be surprised (except when incapacitated). Witherbane will naturally awaken Its wielder when danger is near.

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: Versatile, Sap

BelugaWhale

Comments

Posts Quoted:
Reply
Clear All Quotes