Weapon (longsword), artifact (requires attunement)

 

When Tiamat roamed the lands of Toril in ages past, one heroic knight led a charge against her with righteous fury.  The charge was not successful, however the act of sacrifice was what made the known to the gods the horrors Tiamat held for the lands of their followers.  Enshrining Tiamat in the Nine Hell’s, the gods honoured the sacrifice of the knight, Bastand by enshrining a piece of his spirit within the sword that led the charge.

The Bastand’s Folly is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to dragon’s.

If the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.

Random Properties

The Bastand’s Folly has the following random properties:

  • Whole attuned to this sword, you have resistance to piercing damage.
  • While attuned to this sword, you can use an action to cast Sunbeam from it which the sword concentrates.  After you cast the spell, roll a d6.  On a roll of 1-5 you can’t cast it again until the next dawn.
  • While attuned to this sword, you emit a sour stench noticeable from up to 10 feet away.
  • Before you can become attuned to this sword, you must kill a creature of your alignment.
Spirit of Bastand’s

While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells

While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning, divine word, or Mordenkainen’s sword. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.

Sentience

The Bastand’s Folly is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common.

Personality

The sword’s purpose is to bring ruin to The Cult of the Dragon, and Tiamat and her followers especially. Killing Tiamat’s worshipers, destroying the god-dragon’s works, and foiling her machinations all help to fulfill this goal.

The Bartand’s Folly also seeks to destroy anyone corrupted by the Tiamat, focusing on those who have accepted the gifts of becoming dracolitches, or half-dragons.

Destroying the Sword

A creature who takes the sword and bathes it in the elemental breaths of all 5 of Tiamat’s heads will cause the blade to become destroyed.  Nothing short of a wish spell can undo this act.

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, Bonus: Initiative, Damage, Buff, Debuff, Combat, Cursed, Versatile, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
4/19/2019 3:46:23 AM
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Coming Soon

Item Tags: Damage Buff Debuff Combat Cursed

Eksim

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