Weapon (rapier), very rare (requires attunement by a character proficient with Rapiers.)

A Husk of its Former Glory

Upon discovery, the Thirsting Sword is but a worn hilt with a rusted shard of a blade attached to it. While rusted, it uses a d4 for damage rolls.

The Sword is a cursed item, and identifying it reveals only that it is a magical blade, and that it has some potential for growing stronger.

Attunement and Curse

Upon attuning to the Thirsting Sword, its wielder learns how to empower The Sword, as detailed later, but doesn't know not the full extent of these powers, nor of the curse, until they are actually obtained. He or she is also compelled to not easily divulge any of this information to others.

While attuned to the Sword, you can no longer attack with non-lethal intent, and you can no longer use other weapons, nor will you willingly part with this one. You will only refer to this weapon as The Sword.

You can only break your attunement to The Sword by means of a Remove Curse spell. 

Additionally, whenever you start your turn within reach of a wounded creature, that you are aware of, you must take the attack action and attack at least one such creature with The Sword if able.

Power Through Bloodshed

Whenever you strike a killing blow against a living creature with a Challenge Rating of 1/2 or higher with The Sword, it gains a charge. The Sword has additional attributes depending on its number of charges,  it can hold a maximum of 25 charges, and it loses 1d4+1 charges every day at dawn.  While The Sword has 0 charges, it is Rusted. The following list should be read cumulatively, i.e.; if you have the bonus for 5 kills, you have the bonus for 1, 2 and 3 kills as well.

1: The Sword regrows into a full sized rapier, and uses a d8 for damage.

2: Attacks with The Sword deal magical piercing damage.

3: Attacks made with The Sword have an additional +1 to attack and damage rolls.

5: The reach of The Sword increases by 5 ft. 

8: Attacks made with The Sword have an additional +1 to attack and damage rolls.

12: Attacks made with The Sword have the rogue's Sneak Attack feature, and you gain two sneak attack dice(one d6) in addition to any such dice you might already possess.

18: While carrying The Sword, you are constantly aware of, and can sense living creatures within 30 ft. of you, who are Bloodied (i.e. have less than 50% of their maximum health remaining), as if you had Blindsight. You have advantage on attacks against Bloodied creatures.

 25: Attacks made with The Sword have an additional +1 to attack and damage rolls. While carrying The Sword you have the following: You don't require sleep or nourishment. You gain 15 temporary hit points at the beginning of each of your turns. When you make your first attack each turn, and you have advantage on that attack, it automatically scores a critical hit. You lose touch with all personal motivations that don't revolve around bloodshed.

Proficiency with a Rapier 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: character proficient with Rapiers., Finesse, Vex

Mortalsmurf

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