Sword of Arcane Perdition (5e Equipment)

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Weapon (Longsword), Artifact (Major) (requires attunement by spellcaster with 17 Intelligence or more.)

A fine craft blade, inscribed with magical runes and a gilded edge. This blade seems to be made of a magically enhanced onyx metal. This sword is not found, rather it is summoned from the very soul of a powerful spellcaster. A spellcaster, at level 15 can attempt to summon this weapon by making an Intelligence (Arcana) Check against a DC 22. Should they pass, the arcane energy which they have grown familiar with will take shape and forge Perdition. Making the two of them one. Only one Perdition can exist at a time. Should the current wielder die, the sword will crumble away within 10 days. However, should they return to life in some manner, the sword will too be reforged. Taking the place of the current Perdition.

Arcane Cuts. This weapon grants a bonus to attack, damage rolls, spell attack rolls, spell save DC, and AC increases of +4. Additionally, this weapon deals an extra 3d6 damage on a hit.

Mystical Perdition As an action, you can unleash a 120-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 22 Dexterity saving throw, taking 20d6 force damage on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.

Swiftness of the Arch Magi While wielding Perdition the user can add their Intelligence Modifier to their Initiative.

Eye of the Magus When you make the attack action with this weapon, you may declare the target of the attack as your sworn enemy. Whilst they are your sworn enemy, the target takes an additional 3d6 force damage and attacks made against the target are made at advantage. You may also add your proficiency bonus to damage rolls made with this weapon.

Knowledge of the Blade This weapon can cast the Haste spell on you once per day. The user decides when to cast the spell and the weapon maintains concentration on it so that you don't have to.

Arcane Devouring Whenever you use it (or a spell focused through it) to reduce a creature to 0 hit points, the sword slays the creature and devours its arcane essence, unless it is a construct or an undead. A creature whose essence has been devoured by Perdition can be restored to life only by a Wish spell.

When it devours arcane essence, Perdition grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Perdition in hand, you have advantage on attack rolls, saving throws, and ability checks.

Severed Ties This weapon scores a critical hit on a 17-20. If the user should have a feature that increases critical hit range, this weapon is affected. (Champion Fighter's Improved Critical would cause the critical to land on a 16-20.) This feature also applies to spells cast while this weapon is attuned to the user.

Arcane Annihilation When this weapon scores a critical hit, it deals three times the damage die, as opposed to twice. This feature extends to spells cast through the weapon as a focus as well.

Arcane Diffusion Bomb Perdition can cast the Arcane Diffusion Bomb instantaneously a number of times equal to the users proficiency bonus, without expending a spellslot.

9th-level evocation

Casting time: 1 hour

Range: 300 feet

Components: V,

Duration: Instantaneous

Choose an area within range. You then spend one hour gathering arcane energy into a single focused element. When completed, it launches from your location, soaring into the air, and rips itself apart.

All creatures within a 30 foot radius take 40d8 + 150 magic force damage. Creatures within 120 feet must make a Constitution saving throw. A creature takes 20d8 + 50 radiant damage on a failed save, and half as much on a successful one. The 30 foot radius around the bomb becomes a permanent Antimagic field All nonmagical plants within a 300 foot radius wither and die. For the next 1d10 days, all creatures, except the user, within the created antimagic field take 15 radiant damage at the beginning of each of their turns.



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