Weapon (shortsword), legendary (requires attunement by a Take 80 points of psychic damage when first holding the weapon to establish bond with the djinn/deity and a then a short rest to attune to the weapon )

Djinn weapon Equip: While un attuned if the Djinn weapon is wielded, it does and extra 1D6 damage if it's elemental type. If the D20 rolls below a 10 the damage is done to the wielder as psychic damage and the sword is cast from the grasp 10ft away

Djinn Weapon Attuned: taking time to attune to the weapon by those granted access by the djinn inside there weapon, on a natural 19 or 20 you crit. Dmg + 2D6 elemental type

Djinn Weapon Enhanced: In battle if you roll a Nat 20 and defeat a monster without falling unconscious and/or dying your weapon absorbs some of the energy of the fallen and enhances your prowess your D6 is now D8

Djinn Mind Equip: After many battles if your role more then 1 successful Nat 20 in a battle and survive your Djinn merges with your soul, you can now summon and dispel your weapon in your own personal void space and summon it at will. Your 2D8 is now 3D8

Djinn Body Equip: If you land the final blow on a powerful foe your djin powers extend pass the weapon onto yourself filling you with energy and power. +1 to AC and a third eye appears on your forehead. As a bonus action you can summon the main body enhancement of your djinn onto yourself as an equip for up to an hour.

Wings: Flying speed of 50ft         Fangs: Your 3D8 do maximum damage (no roll needed)            Tail: On each successful hit you may make a tail strike for 1D6 extra damage, and have a swimming/climbing speed of your walking speed

Mind Eye: Your perception and investigation have advantage, and your keen eye targets week points in your opponent giving you advantage on a successful action you use yo study your opponent Heart: Every 10 hit points you sacrifice to may add a D8 to your dice pool

Proficiency with a Shortsword 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: Armor Class, Take 80 points of psychic damage when first holding the weapon to establish bond with the djinn/deity and a then a short rest to attune to the weapon , Finesse, Light, Vex

Art3miz