Hope's End (5e Equipment)

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Design Note: This weapon is complementary to Painful Truth.

Weapon (longsword), legendary (requires attunement)

This longsword was forged in the nine hells from countless evil souls who lived over the millennia, it was created in the earliest days of the nine hells and continuously absorbed the souls of the worst individuals to ever live, their hate itself gives it power. The sword has three charges which all charges recharge every dawn and can be used to do the following:
Magic Weapon. Hope's End is a +3 longsword and deals an additional 3d6necrotic damage.

Hope's End. A being killed by this sword will have its soul absorbed into it and can't be brought back by anything less than a wish spell.

Hateful Slice. Fueled by the hate inside, You can expend 1 charge as an action to produce a clean precise slice which can cut directly trough armors and shields, the sword can cut through any armor except heavy armors and adamantium otherwise, the damage that this sword deals in this way is 4d8.

Grasp of The Wicked. Seeing how far the one who uses the sword has come, the souls in the sword now fully obey you and allow you to manifest their power. You can expend 1 charge as an action to manifest three chains which hang down from your chest, you can use your action/bonus action to connect the chains to a creature, once connected the target must make a DC 19 Strength saving throw or becomes grappled for 5 turns and the target can reroll the save at the end of each turn or until all three chains are connected and the target must make a DC 22 Strength saving throw or is restrained for 10 turns and the target can reroll the save at the end of each turn, as eight spectral hands suddenly emerge from the ground and hold the creature.

Dual Wielding. While attuned to both Hope's End and Painful Truth, the charges from both weapons add up to 6 and still recharge every dawn.

Soul Division. While attuned to both Hope's End and Painful Truth, you can expend 3 charges as an action to have a ghastly chain emerge from the sword and connect itself to your soul and the body, the soul itself leaves their body for 1d4 of its own turns in which it acts as another separate being while the main body is being operated by the souls from the sword. your soul and physical forms both have their own turns, actions and the soul must roll initiative, if in combat.


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