Weapon (scimitar), legendary (requires attunement by a by a Hexblade Warlock)

As a bonus action, you can speak this round, rusted hilt's command word. A curved blade of ethereal green smoke sprouts from the barnacle-encrusted metal and swims with ghastly, ghostly visages. Legend says these faces belong to those who fell whilst wielding the blade, a part of their soul trapped forever in its decrepit metal.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

You do not require attunement in order to gain the above mentioned benefits.

Hexblade Bond. If you attune to this item, you awaken the four sentient soul within. They each have their own separate personalities and abilities they grant the wielder. Each dawn, roll a d4 to determine the dominant soul for the day.

Pirate King Greenbeard. Pirate King Greenbeard was the previous owner of the blade up until very recently. The term Pirate King is a rarity, for pirates typically do not adhere to these types of ideals. However, Greenbeard was one of the most powerful captains amongst the various pirate captains and lords across the seas, and quickly became recognized as such, whether through diplomacy or force. He is incredibly vain and prideful, boasting of his abilities and power often. He is Lawful Evil with an Intelligence of 17, a Wisdom of 15, and a Charisma of 21. He has hearing and Darkvision out to 120 feet. He communicates telepathically with the wielder of the weapon, and can speak and read Common, Undercommon, Aquan and any other language spoken by those who live underwater. While he is the dominant soul in the weapon, he provides the following features:

  • Your Charisma ability score is increased by 2, up to a total of 21
  • You gain the use of the dominate person and hold monster spells. After you cast one of these spells, roll a d6. On a 1-5, you are no longer able to cast that spell again until after a long rest
  • You gain the Lifedrinker eldritch invocation. If you already have it, you are able to choose a different one
  • The weapon deals psychic damage

Hondo, the Pirate Hunter. Hondo was a bounty hunter specialized in tracking down pirates specifically. He is a gruff and cold individual, allowing his incredible fighting skills to do his talking rather than his words. He is a Lawful Neutral sentience with an Intelligence of 21, a Wisdom of 18, and a Charisma of 10. He has hearing and Darkvision out to 120 feet. He almost always speaks with his wielder telepathically, if at all, but he does have the ability to speak audibly within a hearing range of 60 feet. He can speak and read Common, Undercommon, and all dialects of Primordial. While he is the dominant soul in the weapon, he provides the following features:

  • Your Dexterity ability score is increased by 2, up to a total of 21
  • You gain the use of the counterspell spell. When you cast this spell in this way, roll a d6. On a 1-5, you cannot cast this spell in this way again until after a long rest
  • You gain the Thirsting Blade eldritch invocation. If you already have it, you are able to choose a different one
  • The weapon deals force damage

Hexigal, the Pirate Lord Ghost. Hexigal was an extremely powerful necromancer pirate lord. He was well known for having a pirate crew made up entirely of undead. So powerful was his soul that when he was eventually killed, he overpowered the curse on the Ghost Cutlass and reformed as a specter able to wield the weapon still. This made him far more powerful, and only through a combined effort of all the pirate lords on the sea was he able to be defeated a second time, his soul finally being absorbed into the weapon. He is a Chaotic Evil soul with an Intelligence of 21, a Wisdom of 14, and a Charisma of 19. He has hearing and Darkvision out to 120 feet and talks telepathically with the his wielder. He constantly whispers suggestions of vile and evil acts. He can speak and read Common, Undercommon, Abyssal, Infernal and Celestial.

When he becomes the dominant soul in the weapon, the wielder must make a Charisma saving throw DC 15. On a failure, Hexigal takes control of the wielder. There is no physical characteristic of this occurring. He maintains control until the next dawn when another soul dominates the weapon, or until his host is dropped to 0 hit points. If the wielder is brought back, they maintain control over their body for the rest of the day.

While Hexigal is the dominant soul in the weapon, he provides the following features:

  • Your Intelligence score is increased by 2, up to a total of 21
  • You gain the use of the negative energy flood spell. Once you have cast it, roll a d6. On a 1-5, you are no longer able to cast this spell again until after a long rest.
  • You gain the Undying Servitude eldritch invocation. If you already have it, you may choose a different one.
  • The weapon deals necrotic damage

Dathos, the First Pirate King. Dathos was the very first Pirate King in the world of Sildelva. He created the first iteration of the Pirate Code, and was able to govern it with the pirate fleet he had access to. He held within each ship a teleportation circle, and was able to use them at will. This allowed him to be almost everywhere in the world at once. He is a Lawful Evil soul with an Intelligence of 15, a Wisdom of 21, and a Charisma of 18. He has hearing and Darkvision out to 120 feet, and mostly talks with his wielder telepathically, though he is able to speak audibly. He almost always only does this to cast the command spell (DC 18). He can speak and read all known languages on Sildelva.

While Dathos is the dominant soul in the weapon, he provides the following features:

  • Your Wisdom score is increased by 2, up to a total of 21
  • You gain the use of the teleportation circle. When you cast this spell, roll a d6. On a 1-5, you are unable to cast this spell again until after a long rest.
  • You gain the Eyes of the Rune Keeper eldritch invocation. If you already have it, you may choose a different one.
  • The weapon deals magical slashing damage

Cursed. Abyssium is cursed, a fact that is only revealed by attuning to the item, or by the legend lore spell or similarly powerful magic. A creature cursed in this way is unwilling to give up Abyssium, resorting to violence if necessary to keep it in their possession. Greater restoration or similarly powerful spells can remove the curse momentarily, allowing the wielder to perform a Charisma saving throw DC 15. On a success, the attunement is ended and the curse is permanently removed.

If a creature that is attuned to the weapon and cursed in this way dies, they must succeed on a Charisma saving throw DC 22. On a failure, their soul is absorbed into the weapon. A creature who has died in this way can only be brought back through means of a Wish spell.

Proficiency with a Scimitar 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: Bonus: Magic, by a Hexblade Warlock, Finesse, Light, Nick

ungodlytheocracy

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