Trait Weapon Lvl 4 spell
Guaranteed to function.
Summons a weapon made purely of magic based on the most influential personality trait of the caster.
Toy knives: Patient, Sensitive, or Modest
Summons 6 Toy Knives that revolve around your hand that can be shot at a hostile for 1d4 force damage for each knife (80/240 feet) or fuse all 6 knives and use the knife as a melee weapon to deal 6d6 radiant damage.
Add a temporary +2 to acrobatic and sleight of hand and -2 from constitution temporarily for the duration of time the knife is out.
When all 6 knives are fused take 2 hitpoints from the caster for every hit inflicted on a target.
Empty Gun: Justice, Unbiased, or Truthful
Summons an Empty Gun that shoots magic bullets that deal 1d10 force damage per shot.
After the weapon is released it renders the caster blind for 12 hours or until the caster completes a long rest, allows the caster to see the alignment of a creature, deity, monster, or person as a figure glowing a certain color and whether that glow is acting out of control or not.
When the caster fires a shot at a creature of an evil alignment it is guaranteed to hit.
Take 1 hitpoint from the caster for every shot fired that hits its mark.
Burnt Pan: Kind, Open, Trustful
Summons a Burnt pan that allows the user to heal an ally for 1d8 temporary hitpoints when they are hit by the pan if an enemy is hit with the pan deal 1d4 force damage.
Regenerate 1d8 hitpoints every turn, but if you’re healed from any source that isn’t regeneration for the time the pan is out the healing will deal 1d12 damage.
Take hitpoints from the caster for the amount of hitpoint given onto another ally.
Tough Glove: Brave, Stubborn, Tough
Summons a pair of Tough Gloves that deal 1d12 force damage for every punch inflicted on a target.
The caster is immune to being frightened, incapacitated, and charmed while wearing the gloves, these effects will not manifest if the caster is holding any weapons that aren’t their fists.
If any of the listed effects are inflicted upon the caster or if the user hits an enemy take 1 hitpoint from the caster.
Ballet Shoes: Integrity, Cold, or Honorable
Summons a pair of Ballet Shoes that deal 1d6 force damage for every kick inflicted on an enemy.
Any person that lies to the caster will cause the person to cry a waterfall if the person is already crying or making an act of crying a random spear comes from out of nowhere and deals 1d6 damage to the liar. Take 1 hit point if the crying or spear effect takes place.
Torn Notebook: Persevere, Analytical, Reticent
Summons a Torn Notebook that deals 1d4 force damage.
Allows the holder of the notebook to store learned spells as written notes in the book at the cost of the required spell slots for the spell, if the spell within the book is used to cast a written spell the available spell slots will not be used and the note will fade unless the spell was copied into the book multiple times.
Take 3 hit points for every spell copied into the notebook.
Real Knife, Worn Dagger, Stick
Roll a 1d4
1: nothing happens
2: Stick
Advantage on hit, Roll 1d8 for force damage
3: Worn Dagger
Roll 1d12 for fire damage, this will light the target on fire dealing 1d4 fire damage every time their turn starts unless the fire is put out.
4: Real Knife
Grants immunity to all conditions (except for unconscious).
Disadvantage to hit
+3 to dexterity, wisdom, and intelligence
Roll 6d10 for slash damage
+ 50 temporary hitpoints
Player: take 10 hitpoints for every hit inflicted on a target
PC part Bloodlust/Mania:
Every 4 turns roll a charisma check with advantage against the DM’s charisma check if the DM wins the contest handover your character sheet to your DM or GM.
DM part Blood Lust/Mania:
- just go crazy.
Bloodlust/Mania bonuses (DM only bonuses):
+90 temporary hitpoints
Stabbing or slashing adds Advantage on hit
Speed 150ft
Any amount of blood splattered on you heals for 1d10 temporary hitpoints
Damage penalty will not apply
All previously mentioned bonuses for Real Knife will apply except for disadvantage
Player: continue to roll charisma checks with advantage against the DM for when your turn starts until you win against the DM then take back your character sheet.
Crisis Aversion
Exclusive to the Scythe Strain and Avideca
Ambition
Summons The White Scythe of True Ambition
+3 charisma, +3 dexterity
6d10+15 radiant damage
Whenever attacked roll advantage to evade the attack
Allows the user to fly up to 60 feet: Scythe Strain
Doubles the user's flight speed: Avideca
If hit roll a will save to resist becoming unconscious
Grants immunity to all conditions (except for unconscious)
Reduce HP to 1
Animosity
Summons The Black Scythe of True Animosity
Disadvantage to all actions that isn’t movement, attacking, evading
10d10+15 necrotic damage
Immunity to all conditions
Whenever attacked roll advantage to evade the attack
If hit roll a will save to resist becoming unconscious
Grants immunity to all conditions (except for unconscious)
Enemies have disadvantage hitting you
Reduce HP to 1
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