Frayed Blade (5e Equipment)

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Weapon (katana), legendary (requires attunement)

"The once-exquisite blade is now stained black, and frayed at the hilt. Without its sheath, it will soon crumble into nothing."

You gain a +3 bonus to attack and damage rolls made with this magic katana, and you can use either your Strength or Dexterity modifier on attack and damage rolls with it. On a hit, this katana deals an additional 2d6 necrotic damage. Due to its nature, it does an additional 2d10 slashing damage to aberrations and abyssal creatures on a hit. This weapon has 6 charges that it can expend and replenishes 1d6 charges daily at dawn. This weapon is considered magical for the purposes of ignoring resistances.

Dragon's Might: By expending 2 charges, the owner of the sword can release the might of a dragon. Letting the darkness of Midir converge upon the blade, the user can quickly draw their weapon, releasing a downward strike that causes the necrotic energy of the weapon to be expelled forward in wave of dark energy. Any creature within this 5-foot wide, 30-foot long line must make a DC 15 Dexterity saving throw. A target that fails its saving throw takes 3d10 necrotic damage, or half as much on a success.

Dragon's Fury: By expending 4 charges, the owner can utilize this deadly array of attacks. While held within the sheath, the user can channel the echo's of the dragon's rage into the frayed blade and expend their action, bonus action and movement to attack up to their normal attack actions+bonus action+plus movement at disadvantage (Ex: a level 5 fighter would attack 4 times). The user explodes forth in a flurry of one-handed slashes that ultimately ends with the owner sheathing the blade.

Midir's Will - Cursed: This weapon is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Releasing the weapon fails to end the curse on you. Once you are attuned to the Frayed Blade, you become subtly addicted to its use, and feel a need to be in proximity to it.

  • If you attempt to move away from the weapon, you must succeed on a DC 15 Wisdom saving throw, or be unable to overcome the mad desire to be near it. You must complete a long rest before you can repeat this saving throw.
  • If you attempt to make an attack with a weapon other than the Frayed Blade, you must make a DC 15 Wisdom saving throw. If successful, you are able to wield that weapon without penalty until the start of your next turn. If you fail the saving throw, all attack rolls with that weapon automatically miss until the start of your next turn.
  • If you fail either of the preceding saving throws several times, you may steep into madness, and be unwittingly drawn towards actions of evil alignment if you are not already evil. (At the DM's discretion, this may take the form of long-term madness effects or permanent character changes.)
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