The Lady of the Lake created Excalibur to find the one true king after the death of Uther Pendragon, who failed to name an heir to his throne. By plunging the sword into stone and anvil, only the true heir could release the sword from its bind. A teenager named Arthur was able to perform the act, and he thus became the divine king.
During Arthur's final moments, he ordered a knight to return the sword to the Lady of the Lake. However, the knight fled with the weapon, and Excalibur was lost to the ages ever since. Legend has it that whoever bears Excalibur is destined to become king.
At first attunement to the sword, you must make a DC 15 Charisma check if your alignment is not lawful good. On a failure, you become charmed by the sword for as long as you remain attuned to it.
While you are charmed by the sword, you can’t voluntarily end your attunement to it, and the sword casts suggestion on you at will (save DC 18), urging you to realize ambitions of rulership. The sword might ask you to do many things to gain you power: raise an army, murder a noble, steal a powerful artifact, or something else the DM decides.
Magic Weapon. Excalibur is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The sword also functions as a sword of sharpness and a weapon of warning.
Random Properties. The sword has the following randomly determined properties:
- 2 minor beneficial properties
- 2 major beneficial properties
If you aren’t of lawful good alignment, the sword gains 2 randomly determined minor detrimental properties.
Increased Charisma. Your Charisma score increases by 2, to a maximum of 24, while attuned to the sword.
Bloodless Wounds. While you wield the sword, you don't bleed from any wounds you receive. As a result, you have resistance to bludgeoning, piercing, and slashing damage.
You also don't fall unconscious when damage reduces you to 0 hit points. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. Whenever you make a death saving throw and roll a 10 or higher on the d20, you regain 1 hit point.
Destroying the Sword. The only way to destroy the sword is to return it to the Lady of the Lake, who can destroy it by touch. Otherwise, a wielder who plunges the sword into stone puts it into a dormant state. While sheathed in stone, the sword becomes magically fixed to the rock and appears as a mundane sword to divination magic. A creature can use an action to make a DC 30 Strength check to remove it from its bind to active its powers, automatically succeeding on the attempt if the creature's alignment is lawful good.
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: Bonus: Magic, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Bonus: Charisma Score, Bonus: Ability Score Maximum, Damage, Buff, Combat, Versatile, Sap
DnDBeyond Links (Features fully integrated)
Adventurer Subclass: Artificer, Barbarian, Bard, Blood Hunter, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
Feats: Adventurer, Adventuring Initiate
Magic Items: Excalibur, Holy Grail, Horn of Heimdall, Philosopher's Stone
The Adventurer is a universal subclass, which means that any class (official or homebrewed) can take it as long as the class follows conventional leveling. It was inspired by the Strixhaven UA, which included shared subclasses, too, but not to the same extent here. The features and 50+ adventuring styles aim to support less conventional playstyles and add utility to characters. It was built upon the first iteration of this subclass, the Adventurer fighter subclass, which was built upon the initial Adventurer feature. Oh how it has grown!
In the compendium, there are feats included to allow a player to dip into the Adventurer's flavor in addition to classic magic items that players can quest for.
Everything created here is available on DnDBeyond with fully integrated (and quality assured!) features. Well, it's more like 99% integrated, since there are limits to DDB's capabilities. On DDB, I made it so that spellcasters have access to the spell lists by default and they can choose to take Improvised Spellcasting if they want to by utilizing the optional features function of the character builder.
I'm happy with how this compendium turned out. I've taken a lot of time to polish it and translate it into DDB. A lot of time. Too much time. Hopefully someone finds good use of it. Enjoy!