Weapon (dagger), legendary (requires attunement by a creature that accepted the blood oath)

Akmanah's design is adorned with intricate engravings that depict scenes of carnage and violence. The weapon is adorned with dark, ethereal metal. The dark metal surface emanates an eerie crimson light. Jagged thorns protrude from the hilt, deliberately designed to dig into the arm of its wielder. The crossguard of the weapon houses a single large orange eye, gleaming with an otherworldly intensity. The eye moves with an almost predatory nature, observing every detail with a keen vigilance. It seems to have a mind of its own, separate from the wielder's control.

Blood frenzy. Whenever a creature you damaged dies. Akmanah gains a charge. Up to three charges can be stored. Akmanah loses all charges at the end of a long rest.

Bloodborne Empowerment: As a bonus action, you can expend a number of charges stored in Akmanah. You gain one of the following benefits:

  1. Shadowstep Enigma: You can immediately move up to 15 feet to an unoccupied space that they can see. This movement doesn't provoke opportunity attacks. The number of charges spent determines the distance you can teleport. (1 charge: 5 feet, 2 charges: 10 feet, 3 charges: 15 feet)
  2. Dark Pact: You can willingly take necrotic damage equal to your hit dice size multiplied by the charges spent. In exchange, your next spell cast within the next minute gains a bonus to its damage roll equal to the amount of damage taken in this way.
  3. Sanguine Surge: You can target a creature, when a spell with a damage-dealing effect reduces that creature's hit points, you regain hit points equal to the level of the spell slot used to cast the spell, multiplied by the number of charges spent.

Morph. Akmanah can take on the form of any simple, martial weapon or armor (giving a +1 bonus to hit or AC). Once per long rest It can change its shape to fit its wielder.

Cursed. You accepted Akmanah's blood oath and are automatically attuned to the weapon, It will serve you until your death. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one, it can't be dropped or given away but it can be stowed. The curse wrought by Akmanah isn't considered magical in nature (and therefore can't be dispelled), but it can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell. When the curse is removed, roll a d20. You cannot benefit from any bonusses on this roll. On a 15 or lower, Akmanah is destroyed.

Sentience. Akmanah is a sentient chaotic evil weapon with an intelligence of 8, a Wisdom of 19 and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Akmanah also understands every language you know.

Personality. Akmanah always hungers for blood. It delights in killing enemies and is rarely willing to show mercy to them. When it defeats an enemy, it consumes its blood. Akmanah’s hunger for blood must be regularly fed. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to Akmanah (rounded up) or take 1 level of exhaustion. Akmanah grows stronger the more blood it consumes. If the weapon goes two days or more without being fed, a conflict between it and its wielder occurs at the next sunset.

Proficiency with a Dagger 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: creature that accepted the blood oath, Combat, Sentient, Finesse, Light, Thrown, Nick

Item Tags: Combat Sentient

Riaves

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