Liar's Sabre (5e Equipment)

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Weapon (sword), very rare (requires attunement)

A rapier that emits a mild psychic effect that obfuscates people's perceptions of it.

False Qualities. During your turn, you may use your action to attempt to convince one target within 15 ft. that this weapon possesses a certain quality (listed in the False Qualities table). In order to do this, make a Charisma (Deception) check, contested by the target's Wisdom (Insight). The target must be able to understand you. When lying about this weapon, you are considered proficient in Charisma (Deception). If you are already proficient in Charisma (Deception), you may add twice your proficiency modifier to your roll. If the target fails their Wisdom (Insight) check, they believe the weapon possesses the quality you lied about, and they suffer the relevant effect listed in the False Qualities table. You may use this feature as many times as you want, however if a target succeeds an Insight check, they become immune to all False Qualities of this weapon for 24 hours, and their allies gain advantage on Insight checks against this feature. An affected individual forgets any False Qualities after 24 hours. You cannot lie about the same False Quality to the same target more than once every 24 hours.

False Qualities
Quality Effect
Broken The target believes this weapon is broken, and lets their guard down. On your next attack against them with this weapon, add 10 to your attack; if that attack hits, the target may make a Wisdom Insight check with advantage, contested by your Deception, to see through all False Qualities.
Chosen The target won't attempt to take this weapon, believing only the chosen one (you) can wield it.
Elemental Choose an elemental damage type. The target believes this weapon deals that type of damage. If the target is vulnerable to that damage type, they take an additional 5 psychic damage from attacks with this weapon.
Fast If you make an attack with this weapon as part of your action, you may use your bonus action to make another attack, dealing psychic damage instead of piercing.
Harmless The target believes the weapon is a harmless object, such as a cane or stick.
Heirloom The target believes this weapon belongs to them. They may focus on attacking you, in order to retrieve it.
Illusory The target believes your attacks are masked by an illusion. You gain advantage on attacks against them using this weapon.
Legendary The target believes this weapon is a legendary weapon and reacts with awe or terror (your choice). If you chose awe, the target is charmed; if you chose terror, the target is frightened.
Light Triggers the Sunlight Sensitivity or Sunlight Hypersensitivity of targets who possess that feature, such as Drows. Targets cannot use this light to see in darkness, however.
Reach You can make attacks and opportunity attacks against affected targets an additional 5 ft. away, dealing 1d8 psychic damage.
Savage On a critical hit, you deal an additional 1d8 psychic damage.
Sharp The target believes the weapon is exceptionally sharp. They take an additional 1 psychic damage from attacks made with this weapon.
Thrown You can make it appear that you have thrown the weapon. Make a thrown weapon attack against an affected target within 60 ft., dealing 1d8 psychic damage on a hit.
Vengeful When an affected foe hits you with a melee attack, you may use your reaction to deal psychic damage to that foe, equal to half the damage you took.
Other You may lie about other False Qualities; your DM determines the effects.

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