Weapon (glaive, greatsword, longsword, rapier, scimitar, or shortsword), rare (requires attunement)
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
| Name | Damage | Properties | Mastery |
|---|---|---|---|
| Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze |
| Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze |
| Longsword | 1d8 Slashing | Versatile (1d10) | Sap |
| Rapier | 1d8 Piercing | Finesse | Vex |
| Scimitar | 1d6 Slashing | Finesse, Light | Nick |
| Shortsword | 1d6 Piercing | Finesse, Light | Vex |
Notes: Damage: Necrotic







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Posted Nov 1, 2024CON save every hit? Crazy.
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Posted Nov 11, 2024Why does this have a 1hr duration? The target is making a save every 6 seconds on a DC15, statistically that's a 30% chance every round for a commoner to not be affected anymore. 30 seconds max this is gone. Am I missing something?
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Posted Jan 27, 2025This is a great rare, I am curious as to how it stacks up against just a plain +2
In theory you would miss more often, but the damage would be higher each hit.
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Posted Feb 4, 2025I had the exact same thought, the 1hr duration seems kinda moot
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Posted Feb 19, 2026Cast Hex (lasts an hour) and choose CON as the skill they have disadvantage on saving throws with. They are more likely to fail the save each turn, plus you can stack whatever status effects/poisons you want on top of that.
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Posted Feb 22, 2026Hex only affects ability checks, not saving throws.