Knight's Fall (5e Equipment)

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Weapon (captain's sword), rare (major (XGtE p. 135)) (requires attunement)

This sword was originally made for the hero Lord Mithral of Eartig city, but its history after leaving his hands is dark, bloody, and not entirely clear. Exactly five years after Mithral was awarded the sword, four highly trained assassins broke into his Castle. They made it all the way to Mithral's quarters, killing him and taking the sword. The sword, which was at the time named Farsigil, was lost for about 20 years before it resurfaced, under the name which it is now known: Knight's Fall. A group of terrorists in the west had somehow come into possession of the weapon and were using it to kill well-known knights from nearby castles. Mithral's son, Darien, realized that this was indeed the former Farsigil, and with a company of adventurers known as the Jade Wand, set out in search of the weapon.

They found the terrorists exactly five years after they surfaced, and killed their leader, taking Knight's Fall for their own. Naturally, Darien claimed it as his own, and the surviving members of the Jade Wand didn't have a problem with this. They all left Darien but one, a young knight named Jon. Darien and Jon had become good friends over the course of the adventure. However, by this point, Knight's Fall had become truly evil. It whispered to Jon as he and Darien adventured, and five years later, Jon had fallen under the sword's spell and killed Darien, taking the sword for his own. Knight's Fall used poor Jon, and Jon had no choice but to listen.

With the sword's help, Jon became the tyrant of a small section of land to the southwest, where he remained in power for five years until he was killed by the leader of an uprising, who claimed the sword as his own. It is unknown exactly what became of the sword after this, it could be literally anywhere.

This magical longsword is a Captain Sword. When used against good-aligned creatures, you gain a bonus of +2 on attacks and damage rolls.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a good-aligned creature. If a good aligned creature has 25 Hit Points or fewer after taking this damage, it is reduced to 0 hit points.

Sentience. Knight’s Fall is a sentient, lawful neutral weapon with an Intelligence of 13, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is soft and firm but rises in a passionate tone when it gives a speech or makes an argument. While you are attuned to it, Knight’s Fall also understands every language you know.

Personality. The Knight’s Fall objective is to conquer and rule with the absolute power of a tyrant through its wielder. It instils in any creature who possesses it a desire for power and control. The blade instigates the wielder to slay honorable or noble beings, seeing them as a threat to their dominion.

The sword resents its wielders and will attempt to release itself from their control as soon as it deems that they outlived their usefulness, which usually happens after five years. When that time comes, it will attempt to convince the character to either willingly give the sword to another creature, or will conspire to provoke the wielder’s death.

Curse: Sword’s Influence. A creature attuned to this sword is bound to it, creating an obsessive attachment to this weapon. This bond can be broken with a remove curse or similar spell. The blade itself can also release the curse. While on possession of the blade, the sword will instigate the wielder to commit acts of cruelty, deceit and overall evil. Whenever the wielder refuses to follow the sword’s will, it must succeed on a DC 15 Charisma saving throw, or it will be affected by a suggestion spell.

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