Weapon (whip), artifact (requires attunement by a creature with an evil or chaotic alignment)

This weaponized, sentient chain of indestructible black metal was once used by a great warrior who died deep into the Far Realm on some forgotten conquest. When the warrior died, and their remains degraded, all that remained was this chain. It soaked up the destructive power and knowledge of that forsaken place, turning it into something truly corrupt. The chain gained sentience, and all it wishes is to witness destruction. It does not care who or what is destroyed, where or when the destruction occurs, or even how it is done. The chain radiates a chaotic, pernicious energy, influencing the wielder as the Far Realm does, slowly chipping away at the minds of creatures not native to it. While the chain acts as a whip in battle, you can use an action to cause it to shrink down and float above you like a halo.

Halo Form. This form is the chain's passive form. It forms a small ring floating a couple of inches above your head, and can only be removed by you. While in this form, it grants a large number of effects. You become resistant to necrotic, psychic, and force damage, you become proficient in Charisma-based checks and saving throws, and you gain the same senses as the chain. Other melee weapons you wield become charged with malicious energy, doing an extra 1d10 necrotic and 1d8 psychic damage. You also gain the ability to mess with the minds of other creatures. Whenever you come into physical contact with a creature with an Intelligence over 8, you can attempt to enter their mind. Unwilling creatures must make a Wisdom saving throw contested by your Charisma saving throw. While inside the creature's mind, you gain access to any knowledge they possess. You can use a bonus action to cause them to be frightened of or charmed by you for up to 5 minutes after you exit their mind. You can use an action to inflict 4d8 psychic damage, which also allows the creature to make another Wisdom saving throw. You can exit the creature's mind at any time. However, the chain does not give out this power for free. Each time you fall asleep with the chain in halo form, the chain rolls an attack on your mind. The attack succeeds if it is greater than your Wisdom stat. The successes are cleared if you are targeted by the greater restoration or heal spells. After five successes by the chain, you find it becomes very difficult to disobey the chain. If you attempt to do so, you must roll a DC 20 Wisdom saving throw, obeying on a failure and disobeying on a success. This effect only ends after 5 consecutive successes.

Whip Form. While used in this form, the chain has some passive effects and can inflict different effects on its target. The chain acts as a +2 whip, increases your proficiency bonus by 2, and can act like a dextrous tentacle, capable of lifting objects weighing up to 2000 lbs. When the chain strikes a target, it does an extra 2d10 necrotic damage and 2d8 psychic damage. and can elongate and wrap around a Huge or smaller target. The target must succeed on a DC 18 Strength or Dexterity saving throw (its choice) or be restrained. If the target is Gargantuan, the chain is not long enough to restrain it. While restrained, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the chain returns to you. Additionally, while it is your turn and the chain is restraining something, the chain can choose to inflict an effect on it, as described below, determined by a d10.

1 The chain does nothing.
2-3 The chain does 2d10 necrotic damage. If killed by this damage, a creature is revived as a zombie loyal to the chain.
4-5 The chain constricts, increasing the DC to escape it to 20. If this effect has already occurred, the chain does 1d10 bludgeoning damage.
6-7 The chain attempts to take control of the target. The target must roll an Intelligence, Wisdom, or Charisma check (whichever is lowest) against the chain's Charisma check. On a success, the chain is forced to let go of the target, and the target is immune to this effect for the next 24 hours. On a failure, the target falls under the complete control of the chain. The mind control ends when the target takes damage.
8-9 The chain does 4d12 necrotic damage. If killed by this damage, a creature is revived as an undead creature (your choice as long as it is below a challenge rating of 8) loyal to the chain.
10 The chain crackles and sparks as it rips open a hole in reality, opening a portal to the Far Realm. It shoves the restrained target into the hole, shattering its mind with the sight of it. The target takes 8d12 psychic damage and the target's Intelligence is reduced to 1.

 

Sentience. The Aberrant Chain is sentient. It is chaotic evil. It has an Intelligence score of 18, a Wisdom score of 15, and a Charisma score of 25. The item can speak, read, and understand every language. In addition, the item can communicate telepathically with any character that carries or wields it. It has hearing and darkvision to 120 ft. and can detect the presence of invisible creatures within 100 ft. Whenever you attempt to use one of the whip's effects for something other than damage, death, or destruction (or something that wouldn't help bring about damage, death, or destruction), you must roll for Conflict (a Charisma check versus the chain's Charisma check). If you succeed, you perform the action without issue, and if a similar situation should occur within 24 hours, you do not have to roll for Conflict again. If you fail, the chain attempts one of three things. It will try to trick you into doing what it asks (its Charisma check vs your Intelligence check), attempt to bargain with you (its Charisma check vs your Wisdom check), or coerce you by suppressing all of its abilities until you obey its demands. If none of these work, it will try to take control of you. Roll an Intelligence, Wisdom, or Charisma check (whichever is lowest) against the chain's Charisma check. On a success, you take control of the chain's power. You do not have to roll for Conflict for the next 2 weeks, and you control any creatures or effects the chain would've controlled. On a failure, you fall under its complete control. You can reattempt this saving throw each time you take damage. If you remain under its control for more than 24 hours, your body is racked with pain as the chain blasts Far Realm energy into you. You take 6d10 force damage, 8d10 necrotic damage, and 12d8 psychic damage. If you survive, the chain vanishes, realizing it can get no more use out of you. If killed by this damage, you are transformed into a specter completely under the chain's control and can be brought back to life by nothing short of a Wish spell or divine intervention. 

Proficiency with a Whip 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: creature with an evil or chaotic alignment, Finesse, Reach, Slow

Ranger_is_always_better

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