Blade of Evolution (5e Equipment)

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Weapon (longsword), legendary (requires attunement)

This longsword features an ornate hilt forged in the shape of an eyeless, humanoid face. You have a +2 bonus to attack and damage rolls made with this magic weapon. After attuning to this weapon, the face on the hilt morphs into a depiction of your face with empty eye sockets. Attuning to this weapon unlocks it's other abilities.

Adapt. After attuning to this weapon, when a creature that you can see and have damaged with this weapon in the last minute is reduced to 0 hit points, you may choose to activate this ability to enchant this weapon with a benefit based on that creatures type. You may use this ability once before completing a long rest, and you may have up to 2 of these enchantments active at the same time. If you use this ability to gain an enchantment when you already have 2 other enchantments active, you must dispel one of your currently active enchantments. You benefit from these enchantments for as long as you are attuned to this weapon, and all active enchantments are dispelled from this weapon when you un-attune to it.

If both enchantment slots are filled with the same enchantment, the enchantment becomes empowered, and your creature type becomes that of the corresponding enchantment while you are attuned to this weapon.


  • Aberration: You gain advantage in Intelligence saving throws, and may telepathically communicate with any creature within 30 ft. of you, so long as they understand at least one language. A small, third eye opens on your forehead.
    • Empowered: Your Intelligence score is increased by 2, and the range of your telepathy becomes 60 ft.
  • Beast: You gain 60 ft. of darkvision, and may move through non-magical difficult terrain without penalty. If you already possess darkvision, its range is increased by 60 ft. Your pupils become thin slits and your eyes glow slightly in the dark.
  • Celestial: You gain 30 ft. of flying speed, or increase your already existing flying speed by 30 ft. Small, white-feathered wings sprout from your back.
    • Empowered: You instead gain 60 ft. of flying speed, and your sprouted wings become full size.
  • Construct: Your AC increases by 1. Your skin smooths into a porcelain-like texture, and your weight increases by 25%.
    • Empowered: The AC bonus increases to 2, and you become immune to poison damage. Your skin becomes metallic, and your joints have a mechanical appearance. Your weight increases by an additional 50%.
  • Dragon: You gain resistance to the damage type corresponding to the breath weapon of the dragon slain, and all melee weapon attacks you make deal an additional 1d6 damage of that same type. Patches of scales of the slain dragon's color appear on your face and body.
    • Empowered: Your previously gained resistance becomes immunity. The dragon scales expand to cover most of your body.
  • Elemental: Choose a damage type; fire, acid, poison, or lightning. You gain resistance to that damage type, and whenever you deal that damage type to a creature with an attack, you deal an additional 1d6 damage of that type. Elemental particles of your chosen damage type (embers, snowflakes, etc.) slowly fall from you as you move.
    • Empowered: You may choose another damage type to receive the same benefits, or increase the bonus damage granted to your previously chosen element to 2d6.
  • Fey: When you reduce a creature to 0 hit points, you roll on the wild magic table. Your ears become pointed if they are not already, and small shimmering particles float around you at all times.
    • Empowered: You instead roll twice on the wild magic table, and may choose one or both of the rolled effects to take place.
  • Fiend: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your level. Your skin tints red and small horns grow on your head.
    • Empowered: You also gain the ability to cast the fire bolt cantrip. Charisma is your spellcasting ability for this spell. Your horns grow larger in size.
  • Giant: You gain advantage in Strength saving throws, and your maximum hit points increase by 5 + your level. You grow 20% larger, and runic markings appear on your body.
    • Empowered: Your reach increases by 5 ft. You grow an additional 25% larger.
  • Humanoid: You gain proficiency in 2 skills of your choice, and expertise in 1 skill you are proficient in.
    • Empowered: You gain an additional skill expertise, and proficiency in a saving throw of your choice.
  • Monstrosity: You have advantage in saving throws against being frightened or charmed, and your walking speed is increased by 15 ft., so long as you are moving towards a hostile creature. Your teeth sharpen into fangs.
    • Empowered: The bonus to your walking speed increases to 30 ft., and you may make a melee weapon attack after taking the dash action. Your nails sharpen into claws.
  • Ooze: When you deal damage to a creature with a melee weapon attack, their AC is reduced by 1 until the start of your next turn. Your skin becomes slightly translucent, and a lime green gemstone fills one of the eye sockets on the sword.
    • Empowered: You gain resistance to non-magical slashing, piercing, and bludgeoning damage. You appear as if fully made out of ooze.
  • Plant: When you deal damage to a creature with a melee weapon attack, you may choose to release a cloud of toxic spores, dealing 1d8 poison damage to all creatures within 5 ft. of your target, excluding yourself. Small flowers sprout along your hair, and small leaves or moss patches slowly sprout from your skin when exposed to sunlight.
    • Empowered: Your body ages at 10% speed, and you no longer require food to survive, so long as you spend at least 4 hours a day in bright sunlight. Your skin becomes a shade of green.
  • Undead: When you are hit by an attack that would reduce you to 0 hit points, you are instead reduced to 1 hit point. You may use this ability only once before completing a long rest. Your skin loses some of its color and your cheeks become sunken.
    • Empowered: You have advantage on death saving throws. Your skin begins to peel and rot, though you suffer no negative effects from this.


The face on the hilt of this weapon is always identical to the face of whomever is attuned to it at the time, and changes in real time to mimic any changes in appearance that the attuned creature goes through, whether they are caused by the sword itself, or other effects. When no creature is attuned to the sword, the face remains in whatever state is was in when the previous owner became un-attuned, until a new creature attunes to the weapon.


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