Weapon (greatsword), legendary (requires attunement)
Fafnir is an dark red greatsword that has an crystalized red dragon eye fixed in their guard. The blade was forged with mithril and tempered in the blood of the same red dragon. This dragon was the most greedy and powerful red dragon when alive, killing its own brothers to steal their treasures. Holding this weapon makes you become more like Fafnir. As long as time pass you became more aggressive and greed.
You gain a +2 bonus to attack and damage rolls with this magic weapon.
In addition, you gain the following benefits:
- You can speak draconic
- You have advantage on Charisma checks made when dealing with dragons.
- You gain resistance to fire damage.
- You can use your action to breath fire in a 15-foot cone. Each creature in the cone must make a DC 19 Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much on a successful one. You regain the use of this feature when you finish a short or long rest.
Curse - Fafnir's Will.
Holding this massive greatsword turns you more like Fafnir. Every time initiative begins while you are attuned to this weapon, you gain 1 "Greed Point." At the end of a long rest, you lose 2 Greed Points. If the number of Greed Points you have allotted is equal or greater to your Wisdom modifier, you must move toward a creature and make an attack with every opportunity, you can not speak or understand any languages, you are resistant to psychic damage, and any creatures that attempts to telepathically communicate with you must succeed a DC 14 Charisma saving throw or be frightened for 1 minute. They may reattempt this saving throw at the end of each of their turns, ending this effect early on a success. This lasts until you are either knocked unconscious, or calmed magically by a remove curse spell-- at which point, the Greed points reset to 0, and you start gaining them again.
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