Nethuqualm (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Weapon (Greatsword), artifact (attunement required)

This sentient weapon is made by an Aboleth. The blade resembles an accumulation of tentacles, seems to move when not directly looked at and the tentacles of the blade seem to change their position slowly every few hours. The hilt is made out of a leathery material and a big green eye that sometime moves on the top of the hilt.

Abilities:

This Greatsword has the same abilities as a Vorpalsword. It also has the same abilities as a Sentinel Shield even if it doesn't counts as a shield. Even though it's a greatsword, it can be used with one hand rather than 2. It also deals 3d6 + your Strength modifier slashing damage instead of 2d6 + your Strength modifier slashing damage.

Spellcasting:

The Sword has 2 charges. it regains 1d4-2 (minimum of 1) charges at dawn. You can expend one charge to cast Evard's Black Tentacle. You can also expend 2 charges to cast the Spell Tentacles at 7th level(Homebrew Spell):

Spell

Tentacles

6th-level transmutation

Casting Time: 1 action

Range: Self (10-foot long tentacles)

Components: V, M (a dried octopus tentacle)

Duration: Concentration, up to 1 hour


Two 10-foot-long greenish tentacles grow out of your body. You may use them as additional arms. They grant you one additional attack: you may use the tentacles to wield weapons, using your proficiency bonus, or to slam an opponent, using your spell attack modifier. If you use them to slam, they inflict 2d6 + your Strength modifier in bludgeoning damage, and if the creature is your size or smaller, it is grappled (escape DC equal to your spell save DC) and restrained until the grapple ends. You may only grapple as many creatures as you have available tentacles. At the beginning of each of your turns, you constrict, inflicting an additional 1d6 bludgeoning damage as long as the creature is restrained. Each tentacle has AC 11 + your Dexterity modifier and 8 hit points. Damage inflicted on a tentacle does not harm you.

At Higher Levels: When you cast this spell with a 7th-level or higher spell slot, you grow an additional tentacle for each spell slot higher than 6th level.

Sentients:

This weapon beholds the spirite of an Aboleth-Priest who seeks more intelligence and an strong user. This sword seeks to become the tool of murder and great slaughter. It will only accept a creature with a Strength score of 18 or higher (before the attunement) as its true wielder and will also respect him/her.

The items stats are: INT 18, WIS 20, CHA 16.

It's Alignment is CN.

Everytime a creature has attuned itself to this artifact the Wisdom and Intelligence stat both rise by 2.

Curse:

The users Intelligence ability score is permanantly decreased by 2 and only reverts by disattunement to this weapon. This Weapon also slowly changes the user. The users skin gets slightly gray in the first 10 days of attunement and slightly purple in the 30 days that follow. After that time the next 10 days that follow a beard of tentacles will grow with 7 inch length. Only disattunement will remove this effect. The weapon can only be disattuned with a ritual of the Greater Restoration Spell and the user of the item must have 0 hitpoints at that time. If he is still alive, but not awake after the ritual is complete the now former user of the item rolls a d20. On a 9 or lower, the former user dies. At a one the artifact is destroyed.

  • 2 minor beneficial properties

- While attuned to the artifact, you gain a +1 bonus to Armor Class.

-While attuned to the artifact, you are immune to disease. minor beneficial properties

  • 2 major beneficial properties

-When you hit with a weapon attack while attuned to the artifact, the target takes an extra 1d6 damage of the weapon's type.

-While attuned to the artifact, your Strength ability score increases by 2, to a maximum of 24. major beneficial properties

  • 2 minor detrimental properties

-While attuned to the artifact, your weight increases by 1d4 x 10 pounds.

-While attuned to the artifact, you are blinded when you are more than 10 feet away from it. minor detrimental properties

  • 2 major detrimental properties

-When you become attuned to the artifact, your Intelligence ability scores is reduced by 2. A greater restoration spel restores the ability to normal.

-When you become attuned to the artifact, your Wisdom ability scores is reduced by 2. A greater restoration spel restores the ability to normal. major detrimental properties


Back to Main Page5e HomebrewEquipmentArtifacts