Weapon (shortsword), artifact (requires attunement by a half-elf, elf, or fey creature)

The sword Wizard's Bane is an Elven shortsword made of a mysterious black metal. You have a +1 bonus to attack and damage rolls made with this magic weapon.

Mythic Hunger. Wizard's Bane can be used to eat almost any magic that enters a 5 foot radius around its wielder. Spells or magical effects that target any creature or object within that radius allows you to use your reaction to expend a number of charges and cast counterspell. When a spell is eaten by the sword, it's magical bonus increases +1 (to a maximum of +3). This magical bonus resets each day at dawn. 

Charges. Wizard's Bane has 7 charges. When it's Mythic Hunger trait is used, you can choose to expend a number of charges to cast the spell counterspell. One charge allows you to cast the spell normally, two charges allows you to cast the spell as if you had used a 4th level spell slot, and 3 allow you to cast it as if you had used a 5th level spell slot, and so on. 

Wizard's Bane regains 1d6 charges each day at dawn.

Cursed. While attuned to Wizard's Bane, you can't willingly unattune to it. Additionally, you have immunity to spells of 6th level or lower. This immunity cannot be overridden while you are attuned to the weapon, even helpful spells cast by allies (such as, but not limited to, healing spells) fail to affect you. Wizard's Bane even attempts to eat your own magic. You may still cast your own spells, albeit with a tremendous effort requiring a DC (10 + spell level) Constitution saving throw or the spell fails and the spell slot is consumed.

If left in a single place in the Feywild for a month, it creates an anti-magic field around it, per the spell. The field increases its radius 13% each day at dawn until it has a 13 mile radius. This anti-magic field will persist until the sword attunes to a new user. 

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: Magic, half-elf, elf, or fey creature, Damage, Combat, Cursed, Finesse, Light, Vex

Item Tags: Damage Combat Cursed

gamemasterbeas

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