The Spellblade of Lightning (5e Equipment)

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Weapon (Rapier), artifact (Requires attunement by a Creature the sword deems worthy)

This rapier is a part of a long line of blades given to a family of good-hearted humans as part of a pact with dragonkind long ago. Each blade must be earned before it will ever physically manifest before a wielder, and each wielder will only ever earn a single spellblade in their lifetime, though this creates no limitations on who can wield the blade once it has manifested. However, the weapon chooses who can attune to it and who can't. It desires a wielder who has courage and kindness, and who has the interests of mankind and dragonkind at heart. Not every member of the Spellblade family (Renamed after this pact) has earned one of the blades, and in spite of the assigned purpose of each, there is no guarantee for any of them to be earned, including this one.

Each spellblade was made for its wielder, and has powers relevant to the situation in which the blade will manifest for the first time. In the case of The Spellblade of Lightning, this helped a particularly inventive member of the spellblade family survive being struck by lightning while trying to harness electricity with a kite and a key. As a result, many of its properties revolve around using electricity to augment its power, or to protect its wielder.
Random Properties. The The Spellblade of Lightning has the following random properties:

  • 1 minor beneficial property
  • 0 major beneficial properties
  • 0 minor detrimental properties
  • 0 major detrimental properties


Attunement. The sword allows you to attune to it immediately, without having to take a short rest. All of the sword's properties require that you are attuned to it.

Spellblade. The sword can be used as a spellcasting focus while held, regardless of whether you use arcane, divine, or natural magic. You can perform the somatic components of spellcasting while wielding the sword. Additionally, if you attack with the sword, you can also cast a spell as part of the same action. The spell must have a casting time of 1 action or 1 bonus action and must target only the creature(s) you attacked with the sword. Finally, you can demanifest the sword at will, without using an action to do so. This causes the sword to vanish, and effectively cease existing. You remain attuned to it when you do this, and can summon the sword again as a bonus action. The sword can't be targeted for spells or effects while demanifested in this way, and all spells or effects currently affecting the sword cease affecting it until it is summoned (Assuming the spell or effect's duration hasn't ended in the meantime). The speed with which you can demanifest the sword allows you to prevent it from being used for an attack if you demanifest it before the outcome of the roll is determined.

Lightning Rod. While holding the sword, you are immune to lightning damage. If you are hit by an attack or effect that deals lightning damage while holding the sword, the sword gains 1 charge. Additionally, the sword has a +3 bonus to attack and damage rolls, deals an additional 1d8 lightning damage on a hit, and a target hit by an attack with this weapon can't take reactions until the start of its next turn. You have advantage on attack rolls with this weapon against creatures wearing metal armor, and if you hit a creature wearing metal armor with an attack from this sword, it also gains 1 charge.

Charges. The sword can hold 100 charges, and has a random amount of them when found (DM Note: You can use percentile dice to determine how many charges the sword has, use another method to determine how many it has, or choose how many charges it has yourself). For every 5 charges the sword has, your movement speed increases by 5 feet while holding the sword. You can use your action and 1 or more charges to cast the following spells: thunderwave (1 charge), shatter (3 charges), haste (5 charges), call lightning (5 charges), lightning bolt (5 charges), thunder step (5 charges), chain lightning (11 charges), control weather (15 charges), illusory dragon (Lightning breath only, 15 charges), or storm of vengeance (17 charges). The sword uses a spell save DC of 19 and a +11 bonus to attack rolls, or the wielder's spell save DC and spell attack bonus, whichever is higher.

Sentience. The Spellblade of Lightning is a sentient, chaotic good item with an Intelligence of 18, a Wisdom of 10, and a Charisma of 20. It has hearing and Truesight out to a range of 120 feet. The sword communicates by using telepathy with the creature carrying or wielding it. The sword is capable of manifesting or demanifesting if it believes that the wielder would prefer it, such as if the wielder is Charmed.
Destroying the The Spellblade of Lightning. The Spellblade of Lightning can actually hold more than 100 charges, though this knowledge is completely unknown and imperceptible by even the identify or legend lore spells. If forced to gain more than 100 charges, the wielder begins to feel a tingly sensation that quickly numbs the hand wielding the sword. While at more than 100 charges, the cost of any property of the sword that uses charges is doubled, but it also gains twice the normal amount of charges from any source. If forced to gain 150 charges, the sword begins to warp outward at the center of the blade, showing pulsating cracks filled with blue glowing energy throughout the blade that sheds bright light in a 60-foot radius around it. While this is occurring, the attuned user of the sword feels that power surge within them, making them cease aging, immune to any effect that causes aging, not require food, drink, breathe, or sleep, and immune to the effects of Exhaustion. However, if forced to gain 200 charges or more, the sword violently explodes outward from the inward pressure, using all of the charges at once to produce random effects with random directions or targets but extending from where the sword was. This also creates a 120-foot radius sphere of a permanent lightning storm, centered on where the sword exploded. When a creature enters the storm's area for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw. Each creature takes 8d6 lightning damage on a failed save, or half on a successful one. Objects fail this save automatically, and take the maximum damage possible. Only a wish spell or divine intervention can end the storm, but it doesn't move and can't be dispersed by wind. If made to explode this way, the wielder is permanently filled with that very height of that vigor, making them immune to lightning damage and giving them a permanent internal glow similar to the one the sword has at 150 charges. While they have this glow, they can use a reaction to deal 3d8 lightning damage to any creature that hits them with an attack, which increases to 4d8 when they are in a storm. The wielder also ceases aging permanently, becomes immune to effects that would cause them to age, doesn't need to eat, drink, breathe, or sleep, and is immune to the effects of Exhaustion.


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