Benihime (5e Equipment)
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Weapon (Evolving Longsword), rare, very rare, legendary (requires attunement by a spellcaster) Benihime is a sleek, elegant cane sword. It hums with magical energy and is intricately designed with red and black patterns. This weapon is not only a blade but also a magical focus, allowing its wielder to channel and manipulate various forms of magic.
Rare variant: • Magic Weapon: Benihime is a +1 weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon. • Magic fueled weapon: When attacking with Benihime you can use your spellcasting ability modifier for the attack and damage rolls with this weapon . • Zanpakutō: This weapon deals an extra 1d4 of the weapons damage to any target it hits. •Scream, Benihime (Nake, Benihime): As an action, you can release a wave of destructive energy in a 20-foot long and 5-foot wide line. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one. You can use this feature twice per long rest.
Personality: Personality: Benihime is a calm, intelligent, and perceptive entity. She values wisdom and strategy over brute strength and prefers to guide its wielder through careful analysis and thoughtful advice. Despite her serene demeanor, Benihime has a strong sense of justice and compassion, often encouraging its wielder to protect the innocent and act in the greater good. Traits: •Wise Advisor: Benihime frequently offers insights and strategic advice, helping her wielder navigate complex situations both in and out of combat. She has a deep understanding of magic and combat tactics. •Calm and Collected: Benihime maintains a serene and composed attitude, rarely showing signs of anger or frustration. This helps her wielder stay focused and clear-headed even in the most dire circumstances. •Protective Nature: Benihime is highly protective of her wielder and those the wielder cares about. She often prioritizes defensive strategies and encourages actions that safeguard the well-being of others. •Curiosity and Learning: Benihime has an insatiable curiosity for new knowledge and experiences. She enjoys discovering new information about the world, magic, and her wielder's potential. Goals: •Guidance and Growth: Benihime aims to help her wielder grow both in power and wisdom. She seeks to unlock the wielder's full potential, providing guidance and support along the way. •Justice and Protection: Benihime strives to protect the innocent and uphold justice. She encourages her wielder to stand against tyranny and defend those who cannot protect themselves. •Knowledge and Understanding: Benihime is driven by a desire to understand the mysteries of the world. She urges her wielder to explore, learn, and uncover hidden truths. Quirks: •Analytical Comments: Benihime often makes analytical remarks about situations, opponents, and potential strategies, sometimes sounding like a tactical advisor. •Loves Puzzles: Benihime has a fondness for puzzles and riddles, often engaging her wielder in mental exercises to keep their mind sharp. •Dislikes Recklessness: Benihime disapproves of reckless behavior and will voice her concerns if her wielder acts without thinking things through.
Very Rare variant: •Magic Weapon: Benihime is now a +2 weapon. You have a +2 bonus to attack and damage rolls made with this magic weapon. •Zanpakutō: This weapon deals an extra 1d6 of the weapons damage to any target it hits. • Crimson Shield: As a reaction when getting hit by an attack or an ally within 15 feet of you gets hit by an attack, you can use Benihime to generate a red diamond in front of you, the diamond has 5d6 (18) hit points which take the brunt of the damage. If used on an ally you move infront of them making you the target of the attack and pushing them 5ft behind you. You can use this feature three times, and you regain the use of this feature when you finish a long rest. •Binding Threads (Shibari, Benihime): As an action, you can release binding threads of energy in a 20-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw or be restrained for 1 minute. A restrained creature can make a DC 16 Strength check at the end of each of its turns, ending the effect on itself on a success. You can use this feature once per long rest. •Scream, Benihime (Nake, Benihime): The wave of destructive energy can now be used as a bonus action and is now 30-foot long and 5-footwide, the damage increases to 5d6 force damage. The DC for the Dexterity saving throw is now 16. You can use this feature three times per long rest.
Legendary variant: •Magic Weapon: Benihime is now a +3 weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon. •Zanpakutō: This weapon deals an extra 2d4 of the weapons damage to any target it hits. •Crimson Shield: You can use the Crimson Shield feature five times, the range is increases to 25ft and the health of the shield upgrades to 8d6 (28). You regain all expended uses when you finish a long rest. •Binding Threads (Shibari, Benihime): The binding threads can now be used as a bonus action and affect a 30-foot cone. The DC for the Dexterity saving throw increases to 18. You can use this feature three times per long rest. •Scream, Benihime (Nake, Benihime): The wave of destructive energy can now be used to replace an attack when taking the attack action as well as a bonus action but cannot be used on both in the same turn. The line upgrades to be 40-foot long and 10-foot wide, the damage increases to 8d6 force damage and the DC for the Dexterity saving throw is now 18. You can use this feature five times per short or long rest. •Bankai, Kannonbiraki Benihime Aratame (the surgeon): As an action, you can activate Benihime's Bankai form. For 1 minute, you gain the following abilities and can use one as part of the same action: -Restructure (Kaidō): As an action you can restructure any object or creature within 30 feet. This allows you to heal creatures for 10d10 hit points or deal 10d10 force damage to constructs or inanimate objects. If used on any magical wall (such as walls of fire, walls of force or force cages) you open a 5x5 hole which is safe to pass through. All creatures besides the wielder can only be healed by this feature once per long rest. -Enhance (Jinzen): As an action you can choose to enhance a willing creature's abilities. For 1 minute, the creature comes under the effect of the haste spell and gains advantage on the first attack roll they make each round as well as advantage strength, dexterity and constitution saving throws, you don't suffer from lethargy when the spell ends. If a creature ends their turn more than 30 feet away from you the effect immediately ends. A creature can only benefit from enhance once per long rest. Split (Bunretsu): As a bonus action, you can use Benihime to begin unraveling a creature within 30ft. The creature must make a DC 18 Dexterity saving throw. On a failed save, the creature is is partially unraveled for 1 minute. While unraveled, the creature has disadvantage on attack rolls, Athletics (str), Acrobatics (dex) checks, Strength, Dexterity and Constitution saving throws. On a successful save, the creature is not affected. If a creature ends their turn more than 30 feet away from you the effect immediately ends. Kannonbiraki Benihime Aratame immediately ends if you are knocked unconscious and cannot be used again until you finish a long rest.
-Communing with Benihime until she shares her secrets. -Overcoming a particularly difficult foe through execellent combat strategies. -Coming to a greater understanding of the world. -Discovering or developing a new weapon, potion, animal, trinket, medicine or spell. |
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