Blade of Vertigo (5e Equipment)

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Weapon (any sword), legendary (requires attunement)

The Blade of Vertigo is a strange crystalline blade created by an obscure goddess supposedly named Vertigo. She will rarely create these blades, but when she does, they are made for a specific ally or servant in order to aid them in a task she has sent them on. Those who manage to otherwise find and use a Blade of Vertigo are said to be contacted by the goddess in person... although the encounters often do not end well.


You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Cursed Should you attune to the Blade of Vertigo It will extend it's curse onto you. During your next long rest, you will be contacted in your dreams by Vertigo, a humanoid dragon who commands powerful psionic and gravitational magic. Flip a coin, if the result is heads, she will bargain with the user for possession of the blade. The details of the trade are at the DM's discretion, but she will generally expect repayment for the blade given it's power. If the result is tails, she will take the blade from the user and keep it for herself.


Charges The Blade of Vertigo holds 1 charge, which refills at dawn. You may expend this charge and cast one of the following spells with a save DC of 18


Gravity Fissure You expend a charge and manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

Psychic Crush You expend a charge and overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.


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