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

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, Bonus: Ability Score Maximum, Bonus: Charisma Score, Damage: Necrotic, Replace Damage Type: Psychic, by a Hexblade Warlock, Finesse, Light, Nick

ungodlytheocracy

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