Weapon (dagger), very rare (requires attunement by a Requires Attunement)

Sentience. The Saber of Smiles is Chaotic good and has an Intelligence score of 16 (+3) a Wisdom score of 8 (-1) and a Charisma score of 24 (+7). The saber has hearing, sight up to 60 feet, and can speak every language. It can communicate telepathically with any creature that wields it. It's knowledge is limited to saber-related matters, such as taverns, celebrations, parties, etc.

Personality. The Saber has only one point in life: to have fun. although Goldie will serve it's master to the end but will always choose to have fun. The Saber is active and impatient and hates waiting for anything. It often passes the time by telling stories of it's adventures through Exandria spreading fun and joy.

The Saber wants its owner to try and make people have fun but will still be happy as long as its owner has fun. If the Saber is ever used in violence, it is rendered inert and becomes a mundane object

Damage: 1d8 slashing. Finesse Weapon

The Saber has the following abilities:

Sadness-Be-Gone!: The Saber can be activated to liven up a celebration. Once per day, the Saber of Smiles can be activated to dissapate any sad or melancholy feelings in 100-foot radius. All creatures in an affected area must succeed on a Charisma saving throw (DC 14). Upon failure, the creatures immediately lose their sense of sadness and melancholy, feeling happy and elated for 8 hours. They may repeat their wisdom saving throw once per hour. The creatures are not charmed or manipulated in any way, merely happy.

OPA!: Once per day, the Saber can magically summon a spectral bottle of champagne which can be opened by the , along with up to 10 spectral champagne flutes.  Unless consumed, the champagne, bottle, and flutes disappear after 8 hours.

Fun-caster: The person attuned to the Saber can cast friends once per day.

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: Damage: Piercing, Requires Attunement, Finesse, Light, Thrown, Nick

Previous Versions

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4/9/2023 3:27:45 PM
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