This obsidian longsword is imbued with dark energy from the Shadowfell. The sword is perpetually surrounded by a black mist when held by someone it is attuned to, and the blade shimmers a deep purple colour whenever it touches the flesh of a living being.
Sentience. Amaranthine is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 18, and a Charisma of 26. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, as well as all the languages of the character it is attuned to.
Personality. The consciousness of a former shadow demon named Korroxal lives within Amaranthine. The weapon regularly attempts to compel it's wielder to indiscriminately kill anyone it perceives to be weaker than them. It has no respect for those without magic and is disgusted by celestials, refusing to aid it's owner so long as it aligns with them or their followers. When the blade of the weapon makes contact with a creature, Korroxal can sense and enhance any feelings of dread within them, and relishes in the terror of its victim's final moments.
Charges. This weapon possesses 6 charges and regains 1d4 + 2 charges each night at midnight. A creature who is attuned to this weapon may choose to perform a 1 minute ritual, banishing the weapon to the Shadowfell where it was forged. It remains there for 1 hour for each expended charge, then re-appears in the creature's possession with all charges restored. At any point, the attuned creature can perform the ritual again to recall the weapon from the Shadowfell, with a number of restored charges equal to the number of hours it spent in the Shadowfell. This ritual cannot be performed while in the Shadowfell, instead, the weapon automatically restores 1 expended charge every hour.
Dormant
The weapon grants the following benefits in its dormant state:
- You can speak, read, and write Abyssal.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- This weapons deals an additional 1d8 psychic damage on a hit, or 2d8 if the target is in darkness.
- While holding this weapon, you can use an action and expend 1 of this weapon's charges to cast detect magic from it.
Light's Bane. When you draw this weapon, or at any point while holding it, you can choose to send a wave of invisible dark energy to extinguish any non-magical flames within 15 feet of you. This property can be used no more than once every 10 minutes.
Dreadful Strike. When you damage a creature with an attack with this weapon, you can choose to expend 1 of this weapon's charges. If you do so, the damaged creature must make a DC 16 Wisdom saving throw. On a failed save, roll 1d4, that creature must subtract the result from all Intelligence, Wisdom & Charisma saving throws and becomes frightened of you until the end of their next turn. Creatures with immunity to the frightened condition are immune to this effect.
Awakened
When this weapon reaches an awakened state, it gains the following properties:
- The weapon's bonus to attack and damage rolls increases to +2.
- The additional psychic damage dealt by this weapon is increased to 1d10, or 2d10 if the target is in darkness.
- While holding this weapon, you can use an action and expend 1 of this weapon's charges to cast detect thoughts from it, targeting a single creature that Amaranthine is touching. This effect continues as long as Amaranthine remains in contact with the target, up to the duration of the spell.
- Whenever you use this weapon's Light's Bane property, it now extinguishes all flames (including magical), and the range increases to 30 feet. Additionally, if this area overlaps with an area of bright light created by a spell of 1st level or lower, the spell that created the light is dispelled.
- When you roll a 20 on your attack roll with this weapon, you may use the Dreadful Strike property without expending a weapon charge.
Shadow Wave. As a bonus action, or whenever you use the Light's Bane property, you can choose to expend 1 of this weapon's charges to deal 1d4+1 force damage to all creatures within a 30 foot radius of you, any medium or smaller creature damaged by this effect must succeed on a DC16 Strength saving throw or be pushed back 5ft.
Manifest Terror. Whenever you use the Dreadful Strike property, and the creature fails their saving throw, you can choose to expend 1 additional charge. If you do so, the affected creature suffers the effects of the fear spell for 1 minute.
Exalted
When the weapon reaches an exalted state, it gains the following properties:
- The weapon’s bonus to attack and damage rolls increases to +3.
- additional psychic damage dealt by this weapon is increased to 1d12, or 2d12 if the target is in darkness.
- While holding this weapon, you can use an action and expend 2 of this weapon's charges to cast fear from it.
- The range of this weapon's Light's Bane and Shadow Wave properties increases to 60 feet. Additionally, Light's Bane now dispels all spells of 3rd level or lower.
- Shadow Wave now deals 5 points of force damage and causes all medium or smaller creatures within 15ft of you to be knocked prone if they fail their saving throw.
- You can now use the Dreadful Strike property without expending a charge when you roll a 19 or 20 on your attack roll. Additionally, you roll 1d6 instead of 1d4 when determining how much to subtract from that creature's saving throws.
Undying Retribution. As long as this weapon is in your possession and has one or more charges remaining, if a creature's attack or spell would reduce you to 0 hit points, you are reduced to 1 hit point instead and must make a ranged spell attack against the damaging creature with this weapon, expending all remaining charges on this weapon. If the attack hits, you deal 1d8 points of necrotic damage to that creature for each charge expended to use this property and restore hit points equal to the damage dealt. After you use this property, it can't be used again until this weapon regains all of it's charges.
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: Language: Abyssal, Bonus: Magic, Damage: Psychic, Damage: Psychic, by a sorcerer, warlock or wizard, Versatile, Sap
Previous Versions
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7/16/2023 4:44:23 AM
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