Tearulai
The Mirabaran dwarves don't really need that gem...it would look much better on me, wouldn't you agree?
Appearance
A leaf shaped sword made out of emerald with a silvery hilt.
Mechanics
Weapon (Scimitar), Legendary, Requires Attunement
Sentient
Tearulai is a sentient magical sword (see Wikipeddia). In our version, Tearulai has been altered due to his time in the skull of Valdemar. He no longer feels a strong connection to Myth Drannor; instead, the sword has become more conceited and self absorbed, being dedicated to beautifying itself through acquiring gems.
If the goals of the sword conflict with its wielder (usually by the wielder refusing a particularly beautiful gem), the sword will attempt to control the wielder's actions. The wielder must make a Wisdom saving throw, DC 14 + the number of gemstones it currently possesses, or be compelled to act in accordance with Tearulai's will until the sword's immediate goal is fulfilled (no more than 24 hours).
Gem Collector
Tearulai has four slots for magical gemstones set along its scabbard. When a gem of suitable quality (as determined by Tearulai, usually requiring it to be magical in some way) is affixed to the slot, the sword gains abilities as determined by the DM. The gems magically transfer to the blade itself when drawn.
Current Gems
Currently, Tearulai has all four magic gem slots occupied: The Poison Stone, a diamond that radiates cold energy, a lightning gem, and a crystallized piece of the Shadowfell.
Magical Properties
With all four slots filled, Tearulai has reached the height of its power. It is now a +1 sword with the following properties:
- Darkvision: The wielder is granted Darkvision to a range of 60', as described in the PHB for elves. This sight can pierce any magical darkness created by the wielder (such as the Darkness spell).
- Mercurial Damage: The sword deals an extra 1d6 damage whenever it hits with an attack. This damage can be cold, lightning, necrotic, or poison. The type of damage is selected by the user when the sword is attuned and may be changed at the start of their turn. This requires no action.
- Sharpness: When you attack an object with this magical sword and hit, maximize your weapon damage dice against the target.
- Vorpal Blade: With four gemstones, the sword's blade has reached a supernatural level of sharpness. When you attack a creature that has at least one head and score a critical hit, the creature is decapitated. The creature dies if it can't survive without a lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have/need a head, has legendary actions/resistance, or the DM 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.
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