Weapon (longsword), legendary (requires attunement)

This weapon is a symbiotic entity, which binds to you, retracting into your arm when not in use. When outside the body, it takes on a liquid-like form, taking on the color of your choice.

 

 

 

Disconnected (Uncommon). The symbiote is currently disconnected from the hive, in a state of slumber. Despite this, it carries innate abilities, passing them to you through it's link to your mind. You know Deep Speech as long as you are attuned to this weapon, and creatures cannot use magic to read your thoughts or determine if you are lying. In addition, creatures can only communicate with you telepathically if you allow it. Finally, due to this weapon being linked to your mind, should one of your mental stats be higher than the physical stat you use to attack with this weapon, you can use that mental stat instead (Ex. Intelligence instead of Dexterity).

 

 

 

Entranced (Rare). The Entranced weapon has the Disconnected properties. Furthermore, this weapon deals an extra 1d4 necrotic damage, the hive beginning to reconnect with the symbiote. Because of this growing connection, you gain the ability to channel some of your vitality into the weapon, taking up to a -2 on death saves in return for a +2 on your to hit and damage rolls, choosing how much to channel after every long rest.

 

 

 

Lucid (Very Rare). The Lucid weapon has the Entranced and Disconnected properties. The hive is almost fully reconnected with the symbiote and by extension you, increasing the extra necrotic damage to 2d4, and the amount of vitality you can channel into it, now taking up to a -3 on death saves to get a +3 to damage and to hit rolls. In addition, as a bonus action, you can whisper a hex to your symbiote, causing it to repeat the phrase erstically over and over. The next time you strike an enemy, the symbiote curses the target with either blindness or deafness (User's choice), the target making a wis save to end the effect at the end of each of their turns, dc (15 + vitality channeled). This feature can be used (1 + vitality channeled) times a long rest.

 

 

 

Assimilated (Legendary). The Assimilated weapon has the Entranced, Disconnected and Lucid properties. The weapon has fully reconnected with the hive, increasing the power it holds to it's maximum potential. The weapon now deals 3d4 necrotic damage, and the dc to resist the symbiotes hex increases to (17 + vitality channeled), the curse now both afflicting blindness and deafness rather than one or the other

 

 

 

Symbiotic Nature. The weapon can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the weapon ends, and it detaches from you. The weapon requires fresh blood to be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the weapon (round up) or take 1 level of exhaustion.

Proficiency with a Longsword 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.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Damage: Necrotic, Damage: Necrotic, Damage: Necrotic, Language: Deep Speech, Condition, Deception, Symbiotic, Versatile , Requires attunement., Damage, Combat, Versatile, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2023 10:47:09 PM
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Item Tags: Damage Combat

Davisanddroz

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