The Bloody End
Weapon Type: Morning-Star (requires attunement)
Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
Dormant. The morningstar grants the following benefits in its dormant state:
Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
Sentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
Dormant. The morningstar grants the following benefits in its dormant state:
- You can speak, read, and write Infernal.
- You gain a +1 bonus to attack and damage rolls made with this magic weapon.
- While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): Charm Person, Dominate Person, or Fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
- While holding the morningstar, you have Advantage on Charisma (Intimidation) checks.
- The weapon's bonus to attack and damage rolls increases to +2.
- The saving throw DC for spells cast from the morningstar increases to 15.
- When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
- When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
- The weapon's bonus to attack and damage rolls increases to +3.
- Add Dominate Monster to the list of spells that can be cast from the morningstar.
- The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
- When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.
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