You are now bound by chains in service of Bane. He has combined the power of your weapons and given you 2 new Blades that are attached to your wrist in place of your bracers and cannot be removed. You Gain a +3 to Attack Rolls and Damage with these blades
The 2 Blades are identical in shape and size but each have their own Actions and Bonus Actions. You may attack with both blades in one turn but you must choose which blade is using an Action or Bonus Action to attack. The Blades have a reach of 15ft and automatically retract unless you choose to embed the blade in the creature.
Blade 1: Vorpal Flameblade:
This Blade is attached to your right wrist and is emanating a strong heat. Using your Action to attack with the Vorpal Flame Blade grants the following benefits.
- When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
- A creature hit by this blade takes an extra 2d6 Fire Damage.
Using Your Bonus Action to attack with the Vorpal Flameblade grants the following benefits:
- You gain Advantage on the attack.
- If you roll a 20 on the attack roll, you deal and additional 20 Slashing Damage.
- A creature hit by this blade takes an extra 1d6 Fire Damage.
Blade 2: True Soulknife
This Blade is attached to your left wrist and is emanating a jet black shadow aura. Using your Action to attack with the True Soulknife grants the following benefits:
- This Blade treats a dice roll of 18/19/20 as a Critical Hit.
- This attack deals an additional 2d6 Psychic Damage on a hit.
- When you hit a creature that is below maximum HP, you deal a further 1d6 Psychic Damage
Using Your Bonus Action to attack with the True Soulknife grants the following benefits:
- This Blade treats a roll of 19/20 as a Critical Hit.
- This Blade deals an additional 1d6 Psychic Damage on a hit
- When you hit a creature that is below half HP you deal a further 1d6 Psychic Damage.
To Embed a blade in a creature you must be 15ft away and deal at least 15 damage on the hit. Embedding One or Both Blades in a creature grants the following benefits:
- Embedding 1 Blade Allows you to use 5ft of you movement to pull yourself to the creature, gaining Advantage on the next attack against that creature.
- Embedding Both Blades allows you to either pull the creature to you (failing a DC16 STR Save), or gains a special attack on your Next Turn, where you can cast a Ranged or Melee Spell Attack with Advantage through the Blades.
While This May seem like a gift from Bane, He Bestowed it with a curse as a punishment for disobeying,
- You gain Disadvantage with STR Checks, Saves, and Attack Rolls due to the weight of the chains.
- You gain Vulnerability to Cold and Psychic Damage.
- After any kill with either of the Blades, make a DC13 Charisma Save or you strike the nearest creature on your next attack due to being in a psychotic rage. Regardless of Friend or Foe
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Disadvantage: Strength Saving Throws, Disadvantage: Strength Attacks, Disadvantage: Strength Ability Checks, Vulnerability: Cold, Vulnerability: Psychic, Bonus: Dexterity Score, Damage: Fire, Damage: Psychic, Damage: Slashing, Chosen of Bane, Finesse, Light, Vex
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