Weapon (greatsword), unknown rarity (requires attunement by a you must be the one That made a pact with Baphomet to use it)

Abilities

  1. Hellish Might: The wielder gains a +3 bonus to attack and damage rolls made with this weapon. The sword deals an additional 2d6 necrotic damage on a hit.

  2. Soul Drain: When you reduce a creature to 0 hit points with this weapon, you regain hit points equal to the necrotic damage dealt by the final blow.

  3. Infernal Command: Once per day, the wielder can cast Dominate Monster (DC 18) without expending a spell slot. The target of this ability becomes fearful and reverent towards the wielder, as if recognizing their demonic patronage.

  4. Demon's Resilience: While attuned to Baphomet's Bloodblade, the wielder gains resistance to fire and necrotic damage. Additionally, they have advantage on saving throws against being charmed or frightened.

  5. Baphomet's Call: As an action, the wielder can summon a fiendish servant (choose one: Cambion, Barbed Devil, or Shadow Demon) for up to 1 hour. The fiend is friendly to the wielder and obeys their commands. This ability can be used once per long rest.

Curse

  • Baphomet's Curse: The power of the sword comes at a terrible price. Upon attunement, the wielder is marked by Baphomet and becomes a beacon for demonic influence. The following effects apply:

    1. Unholy Aura: The wielder has disadvantage on Charisma (Persuasion) checks and saving throws, as their presence unnerves and disturbs those around them.

    2. Provocation: Creatures that are Passive will be neutral towards you and Creatures that are Neutral will be Hostile, Prices for you will be Increase by 1.5 X the Original Price
      and monsters will must likely to attack you, 

    3. Fiendish Whispers: Baphomet constantly whispers to the wielder, urging acts of violence and chaos. The wielder must make a DC 15 Wisdom saving throw at the start of each day. On a failure, they are compelled to perform a malevolent act by the end of the day, as determined by the DM. Failure to comply results in a level of exhaustion.

    4. Demonic Vengeance: If the wielder attempts to remove the attunement or if the sword is taken from them, they must succeed on a DC 18 Wisdom saving throw. On a failure, they are immediately possessed by a fiend (as per the Possession ability of a ghost) until the sword is returned or the possession is exorcised.

Lore

Baphomet's Bloodblade is a weapon of dark legacy, rumored to have been forged in the depths of the Abyss and used by Baphomet's most loyal servants. The sword seeks out those consumed by rage and vengeance, offering them power at a steep cost. Legends speak of its wielders rising to great heights of power, only to be brought low by the very curse that gave them strength. Fenrick, having made a pact with Baphomet, wields this blade with both the power and the peril it brings, forever marked by the demon lord's influence.

 
 

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Damage: Necrotic, Resistance: Necrotic, Advantage: Wisdom Saving Throws, Disadvantage: Persuasion, you must be the one That made a pact with Baphomet to use it, Heavy, Two-Handed, Graze

caidondomlee

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