Longsword of the Betrayed Paladin (5e Equipment)

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Weapon (longsword), very rare (requires attunement by a non-evil wielder)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, weapon attacks with this longsword deal an additional 1d4 radiant damage to fiends and oathbreaker paladins. It has the following additional properties.

Paladin Spirit. The longsword has three charges. It regains all spent charges daily at dawn. A wielder using this longsword may:

  • Expend one charge as a bonus action to cast hunter’s mark as a 1st level spell. The spell may be cast at 3rd level by expending two additional charges.
  • Expend one charge as an action to cast bane as a 1st level spell (spell save DC 14). The spell may be cast at 2nd level by expending an additional charge, or 3rd level by expending two additional charges.
  • Expend one charge as an action to use the Paladin’s divine sense feature.
  • Expend two charges as a bonus action to use the Oath of Vengeance Paladin’s Vow of Enmity Channel Divinity.
  • Expend two charges as an action to use the Oath of Vengeance Paladin’s Abjure Enemy Channel Divinity.

A wielder may only make use of one action or bonus action which expends charges on each of its turns.

Sentience. The longsword is a sentient weapon containing the essence of a once-noble paladin turned to bitterness after the betrayal of his companions from their sacred oath. It has an Intelligence of 11 (+0), a Wisdom of 12 (+1) and a Charisma of 16 (+3). It has blindsight and hearing to a range of 50 ft. The longsword can understand and read Common, but cannot physically speak it, though it may communicate telepathically with a wielder attuned to it. It is proficient in History (+3), Insight (+4) and Religion (+3) skill checks.

The longsword will refuse to be used to wound or kill any humanoid originally of a good alignment even for purposes of self-defence; this includes those which are enslaved or dominated (such as by the dominate person spell) or who are mistakenly attacking the wielder. It will also refuse to be used to attack oath-keeping paladins of any non-evil alignment. By contrast, it will also demand its wielder to attack any fiend nearby and any paladin it perceives breaking their oath, regardless of their hostility to the wielder. The longsword may situationally need to make its own Wisdom (Insight) check using its own modifier to determine whether it considers a target to be good, a fiend, an oath-keeper or an oath-breaker at the DM’s discretion.

If a wielder attempts to attack a target the longsword objects to (i.e. a humanoid of good alignment or a non-evil paladin), or refuses to attack another creature the longsword demands it attack (i.e. an oath-breaking paladin or a fiend), the longsword will automatically cast heat metal at 2nd level on itself at the start of the wielder’s turn in an effort to make the wielder drop it. It will also attempt to do so if any oath-breaking paladin or fiend attempts to pick it up. When cast in this way, it will deal radiant damage, instead of fire.

Personality. The longsword’s soul is that of a once-hopeful and bright paladin of a long-lost holy order, whose compatriots all fell into sin and betrayed their oaths on a failed quest to rid the world of a malevolent demonic entity, leaving him alone to continue. The paladin’s soul has since become bitter and harsh, utterly unwavering in its hatred of oathbreakers and fiends alike even as it continues to rigidly stick by its code of precepts. It does not appreciate owners who do not share its love of codes of honour and principled life, but will treat wielders who hold such values in esteem with a kind of detached and overly-formal respect, showing comradery but at the same time keeping itself emotionally distant for fear of another betrayal.


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