Dueling Blade (5e Equipment)
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Wondrous item, common (minor) Dueling Blades are used to practice or duel safely with any type of bladed weapon, from dagger to greatsword. When in their default form, they appear to be a specially marked blunt practice weapon. In this form it acts as a normal practice weapon would, but cannot cause damage to creatures or objects. When two creatures with Dueling Blades choose to do so, they can activate the magical properties of the blades. Activating these properties starts a duel, with terms set by the users. They can determine the bounds, the type of duel (listed below), whether being disarmed is a loss, whether spells can be used, and other similar constraints. During a duel, the blades form changes, taking on the form of a normal sharp blade. During the duel the blade feels, sounds, and interacts with other Dueling Blades as if it were a normal sharp weapon of its type, but the blade is an illusion that doesn't cause real damage. Instead, when the blade passes through a creature it leaves a bright red illusory line that lasts until the duel is complete. If bounds were set, they appear as glowing lines of light on the floor in a color that is easily visible to both duelists. When a duel is won, the winner has a golden light floating over their head for 1 minute. The progress of the duel is recorded in a creatures "damage pool". When a creature takes a hit, the damage is added to its damage pool rather than subtracted from their hit points. If either creature breaks the rules set at the start of the round or another creature attempts to interfere, the duel ends and the offending party is followed by a floating red arrow for 1 minute. +1 (uncommon), +2 (rare), and +3 (very rare) versions of Dueling Blades exist, but are frowned upon and generally banned in official duels. They can be spotted with Identify or a DC 25 Arcana check. If a duel is started with one, its use is not considered a violation of the rules and cause the duel to end prematurely. First Blood. When the duel is to first blood, any attack (other than a critical hit) would hit the target can make a Dexterity or Strength Saving Throw (their choice) with a DC equal to the attack roll to block or dodge the attack. On a success, the attack misses and the duel continues. The first creature to be hit with an attack loses. This type of duel is rare, as random chance has a larger impact on the winner than with other types. To the Death. When the duel is fought to the death, combat proceeds as normal. When the number of points in one of the creatures' damage pools exceeds its hit point maximum, they have lost and the duel ends. Time Limit. When the duel is fought until a time limit is reached, combat proceeds as normal. When the time limit is reached, the creature with the fewest points in its damage pool is the winner. |
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