Sword of Sharpness
Sword of Sharpness
Weapon
Very Rare Transmutation Requires Attunement
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Any sword that deals slashing damage, +2 or higher When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and score a critical hit, that target takes an extra 4d6 Slashing Damage and automatically rolls on the Lingering Injuries table without receiving a Constitution saving throw to avoid injury. In addition, you can speak the sword's command word to cause the blade to shed Bright light in a 10-foot radius and Dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Item Size
N/A
Lingering Injuries
3d6 Roll | Injury |
---|---|
3 | Throat injury. You are immediately reduced to zero hit points and have Disadvantage on Death Saving Throws until stabilized. Wearing Plate mail prevents this injury. |
4 | Lose an eye. You have Disadvantage on Wisdom (Perception) checks that rely on sight, and on ranged attack rolls. If you have no eyes left, you are Blinded. Wearing a helmet with a visor prevents this injury. |
5 | Lose a limb. The GM picks a limb -- that limb is severed from your body. If it is a leg, your Speed is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall Prone after using the Dash action. You have Disadvantage on Dexterity checks made to balance. If it is an arm, you can no longer hold only anything with two hands , and can only hold a single object at a time. |
6 | Hobbled limb. The GM picks a limb -- that limb has a severe lingering injury. If it is a leg, your Speed is reduced by 5 feet. You must make a DC 10 Dexterity Saving Throw after using the Dash action. If you fail the save, you fall Prone. If it is an arm, you have Disadvantage on Attack rolls made with that hand . |
7-8 | Festering wound. Your Hit Point maximum is reduced by 1 every day that the wound persists. If your hit point maximum drops to 0, you die. A DC 15 Wisdom (Medicine) check may be attempted once every 24 hours. When a check succeeds, the wound heals. |
9-12 | Minor scar. The scar doesn't have any adverse effect. |
13-14 | Hideous scar. You lose 1d4 points of Charisma, but you have Advantage on Charisma (Intimidation) checks. Wearing a helmet with a visor prevents this injury. |
15 | Internal injury. You lose 1d4 points of Constitution. Whenever you attempt an Action in Combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use Reactions until the start of your next Turn. |
16 | Broken bone. You lose 1d4 points of Dexterity. Whenever you attempt an action in combat, you must make a DC 10 Dexterity saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. |
17 | Muscle injury. You lose 1d4 points of Strength. Whenever you attempt an action in combat, you must make a DC 10 Strength saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. |
18 | Head injury. You lose 1d4 points of Intelligence . Whenever you attempt to cast a spell, you must make a DC 15 Intelligence saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Wearing a helm prevents this injury. |
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