Phantom Blade
Weapon (any sword), uncommon (requires attunement)
Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive”, I hear you say. You’re right, they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new found consciousness, kill it again almost immediately. The sword is now pissed and haunts any who takes the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no-one is quite sure if sword murder is actually an offence.
This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against ethereal targets, such as ghosts and shadows.
Poltergeist. Whenever you kill a non-ethereal creature with an Intelligence score of 3 or more, the phantom blade—or Kaspa as it calls itself—haunts you. You must succeed on a DC 13 Wisdom saving throw or develop one short-term madness effect.
Sentience. Kaspa the phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. It is a social justice warrior for sentient inanimate objects, and takes umbrage at being used to break down doors or crack open chests.
Branton bodged this project up so badly he actually managed to kill the sword. “Swords aren’t even alive”, I hear you say. You’re right, they’re not. Branton Quark’s control of magic is so porous that he not only managed to grant an inanimate object life but, while it was revelling in its new found consciousness, kill it again almost immediately. The sword is now pissed and haunts any who takes the life of a sentient being. This blade is an almost permanent fixture in the FBI evidence lockers; no-one is quite sure if sword murder is actually an offence.
This magic weapon deals an extra 1d4 psychic damage to any target it hits. This damage is doubled against ethereal targets, such as ghosts and shadows.
Poltergeist. Whenever you kill a non-ethereal creature with an Intelligence score of 3 or more, the phantom blade—or Kaspa as it calls itself—haunts you. You must succeed on a DC 13 Wisdom saving throw or develop one short-term madness effect.
Sentience. Kaspa the phantom blade is a sentient, lawful neutral item with an Intelligence of 14, a Wisdom of 12, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. It is a social justice warrior for sentient inanimate objects, and takes umbrage at being used to break down doors or crack open chests.
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