Weapon (longsword), very rare (requires attunement)
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Name | Damage | Properties | Mastery |
---|---|---|---|
Simple Melee Weapons | |||
Club | 1d4 Bludgeoning | Light | Slow |
Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick |
Greatclub | 1d8 Bludgeoning | Two-Handed | Vex |
Handaxe | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex |
Javelin | 1d6 Piercing | Thrown (Range 30/120) | Slow |
Light Hammer | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick |
Mace | 1d6 Bludgeoning | - | Sap |
Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple |
Sickle | 1d4 Slashing | Light | Nick |
Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap |
Simple Ranged Weapons | |||
Dart | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex |
Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow |
Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex |
Sling | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow |
Martial Melee Weapons | |||
Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple |
Flail | 1d8 Bludgeoning | - | Sap |
Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze |
Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave |
Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze |
Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave |
Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple |
Longsword | 1d8 Slashing | Versatile (1d10) | Sap |
Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple |
Morningstar | 1d8 Piercing | - | Sap |
Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push |
Rapier | 1d8 Piercing | Finesse | Vex |
Scimitar | 1d6 Slashing | Finesse, Light | Nick |
Shortsword | 1d6 Piercing | Finesse, Light | Vex |
Trident | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple |
Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push |
War Pick | 1d8 Piercing | Versatile (1d10) | Sap |
Whip | 1d4 Slashing | Finesse, Reach | Slow |
Martial Ranged Weapons | |||
Blowgun | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex |
Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex |
Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push |
Longbow | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow |
Musket | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Slow |
Pistol | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading | Vex |
Automatic Rifle | 2d8 Piercing | Ammunition, (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed | Slow |
Hunting Rifle | 2d10 Piercing | Ammunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed | Slow |
Revolver | 2d8 Piercing | Ammunition (Range 40/120; Bullet), Reload (6 shots) | Sap |
Semiautomatic Pistol | 2d6 Piercing | Ammunition (Range 50/150; Bullet), Reload (15 shots) | Vex |
Shotgun | 2d8 Piercing | Ammunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed | Push |
Antimatter Rifle | 6d8 Necrotic | Ammunition (Range 120/360; Energy Cell), Reload(2 shots), Two-Handed | Sap |
Laser Pistol | 3d6 Radiant | Ammunition (Range 40/120; Energy Cell), Reload (50 shots) | Vex |
Laser Rifle | 3d8 Radiant | Ammunition (Range 100/300; Energy Cell), Reload (30 shots), Two-Handed | Slow |
Notes: Bonus: Magic, Damage, Combat, Versatile, Sap
No. The effect triggers immediately upon a critical hit if the target has under 100HP. The closest you get to a choice is not using the weapon.
Just got one, helping me fight demons. Pretty cool!
It doesn't say "you can force it to-" blah blah, it says it MUST. It's not an option.
It's not even rolling a 20 on an attack, it's any critical. So a Champion Fighter could steal lives twice as quickly with it.
Assasin rogue, get the drop on something with under 100hp and done.
I would guess not. It's kinda the purpose of the weapon.
this op never give to party
This thing sucks lol, I wouldn't even consider it a very rare item if I were to use it in my campaigns, it's just a glorified +2 weapon. Rod of security, belt of cloud giant strength, staff of power, arcane grimoire +3, all of these are vastly superior to this trash and yet they're on the same tier.
My campaign group went to the abyss and one of them tried to buy this. It was too expensive, so he tried to steal it. It was valued at 3,500 gp for 2 charges.
I don't see why people make such a big deal about these weapons, apart from the +2 which is pretty sweet, they're garbage.
Anyone you want to use a charge on probably has a high chance to make the middling DC 15 save anyway, and you only get the chance when you get a crit AND they're under 100hp. 3/10 don't waste your money
Every time I implement it *slightly* into the game, my players absolutely go crazy over it, and constantly try and 1 shot my bosses. I had to homebrew creatures to negate critical hits to combat the stupidity that is the nine lives stealer.
Expanded to all weapon types, thats nice.