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.
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, Bonus: Ability Score Maximum, Bonus: Wisdom Score, Language: All, by a Hexblade Warlock, Finesse, Light, Nick
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