Sawtooth (5e Equipment)
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Weapon (longsword, handaxe), legendary (does not require attunement)
A strange weapon resembling a mix between a saw and a cleaver. The weapon has a wooden handle wrapped in bandages, with the ability to switch modes with the strong flick of an arm. Weapon modes have a +3 bonus to attack and damage rolls. Sawtooth can conveniently fold for storage when not in use. Modes can be changed as a bonus action during battle.
When discovered, the first player to touch this weapon becomes bound and cursed by it.
Amon the Demon- Each use of this weapon threatens to corrupt the player with demonic energy. The allure of its power and the demon it holds is all too great for most to handle. On each successful attack made with this weapon, flip a coin. On Heads, lose 1 Corruption. On Tails, gain 2 Corruption. Corruption cannot be less than 0, and upon reaching 100 Corruption, make a DC 19 Constitution saving throw. Success gives you peace with Amon the Demon, and his temptations no longer threaten to corrupt you. On failure, gain the following features:
Twisted Moral- Your alignment changes to Chaotic Evil. Any roll for a good action you attempt to make is at a disadvantage, and any evil action at an advantage.
Become the Vessel- You gain demonic horns, red irises in your eyes, and sharpened teeth.
Infernal Rage- Once per short rest, you may enter a rage of blood lust as a bonus action. You have +3 to attack and damage rolls, and each kill gives you +5 temporary HP and an additional +2 to damage on your next successful attack. This rage lasts for 3 rounds, or until the end of battle.
Hated Like A Tiefling- Societies, except those with Infernal races at their hearts, dislike you and will be hesitant to help you.
Sword Mode- You can constantly hear the demon taunting you, trying to convince you to be its new vessel. You have disadvantage on Wisdom and Intelligence saving throws, and each attack that connects has the chance to bleed the target creature for 2d6 damage for 1d6 turns.
Axe Mode- You hear loud whispers of past victims within your mind. You may attack twice in one turn, provided the first attack hits its target. Upon being hit by both attacks, the target can also hear the whispers and must succeed in a DC 14 Wisdom saving throw. Upon failure, the target attempts to flee from battle. A successful save cause the target to back away for one turn, provoking attacks of opportunity.
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