Fiendfeller (5e Equipment)

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Weapon (greatsword), Varies (major (XGtE p. 135)) (requires attunement (see text).)

This greatsword is adorned with celestial runes, and often drawings of celestial beings, wings and eyes. This weapon has a bonus on attacks and damage rolls depending on the rarity: +1 (rare), +2 (very rare), +3 (legendary).

If a property of a weapon requires a save DC, use the DC shown in parenthesis. A fiendfeller requires attunement by a creature with the minimal Strength shown on the rarity of that weapon.

Common Fiendfeller (Requires Strength 11 or higher, DC 11)

In addition to the normal fiendfeller properties, it gains the Hell's Lamb property. Some also are cursed.

Hell's Lamb. Whenever a fiend moves within 30 feet of you, you can sense its presence as a sharp pain emanating from your brain. You can't detect its exact location, only that the creature is within that range.
Cursed. Some fiendfellers are cursed. A cursed fiendfeller, forces you to roll 1d10 whenever a fiend enter its radius. If you roll a 5 or lower, you enter in a berserk state. While in the berserk state, you can't take Actions other than attacking or dashing towards it, and you can only move towards fiends you can see or sense. If you can't attack a fiend on your turn nor Dash towards one, your action is lost. You can make a Wisdom saving throw at the end of each turn, ending this state on a success.
Uncommon Fiendfeller (Requires Strength 13 or higher, DC 13)

In addition to the base and the common fiendfeller properties, it gains the Recall property:

Recall. This weapon gains a thrown (20/60) property. In addition, if you are within 20 feet of the blade, you can recall it to your hand using a Bonus Action. When you recall the blade, choose one creature in a straight line in between you and the blade. Any in between you and the blade creature must make a Dexterity saving throw, or suffer 2d6 piercing damage. You have 1d4 charges of recall, and you regain these charges on the next dawn.
Rare Fiendfeller (Requires Strength 15 or higher, DC 15)

In addition to the base, common and uncommon fiendfeller properties, it gains the Titanic property:

Titanic. From this rarity onwards, each version of this weapon is also heavier and more cumbersome, causing additional bludgeoning damage from sheer heaviness: +1d6 bludgeoning (rare), +2d6 damage (very rare), +3d6 (legendary).
Very Rare (Requires Strength 17 or higher, DC 17)

In addition to the base, common, uncommon and rare fiendfeller properties, it gains the Full Frontal Assault property:

Full Frontal Assault. As an action, you can coil your body up like a spring, leaping towards an unoccupied space within 30 feet you can see. All creatures within a 10-foot circle around you must make a Dexterity saving throw, taking 4d6 slashing damage on a failed save, or half as much damage on a successful one. Once this action is used three times, it can’t be used again until the next dawn.
Legendary (Requires Strength 19 or higher, DC 19)

In addition to the base, common, uncommon, rare and very rare fiendfeller properties, it gains the Cyclone property:

Cyclone. Whenever you hit a creature with an attack from the fiend feller, you whirl the blade, make one attack against each creature of your choice within 10 feet to make a Dexterity saving throw or take 4d6 slashing damage, or half on a successful save. You can use this property three times, and regain uses on the next dawn.
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