Sword of Dismemberment (5e Equipment)
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This blade has been sharpened to an immense degree of sharpness, and enchanted by a powerful, ancient Drow mage to make the servants of the dark more easily disable, capture and torture enemies.
Limb Choppper. This blade gets +2 to attack and damage rolls. The blade can vary depending on GM. When used against a humanoid creature of Medium size or lesser, and the wielder gets a critical hit, the wielder can choose to "Dismember" by rolling 1d4. Each number of the 1d4 rolled will determine which limb is cut (Arm in full or part of arm or Leg in full or part of leg). If receiver has already had a limb dismembered, take the other or keep rerolling until you get a limb that has not been dismembered. 1 severs the receivers's right arm. 2 severs the receiver's left arm. 3 severs the receiver's right leg. 4 severs the receiver's left leg.
If an arm is dismembered, if the receiver was wielding a 2-handed weapon, the receiver must make a DC 14 Strength check or they drop the weapon and requires half their movement to pick-up. If they succeed, they do not drop the weapon, but cannot use the weapon.
If the receiver was wielding a 1-handed weapon, and the dominant hand was dismembered, they must make a DC 18 Dexterity check to see whether or not they catch the weapon, otherwise they drop the weapon and must use half his or her movement to pick-up the weapon. If the receiver was wielding a 1-handed weapon and the non-dominant hand was dismembered. If the receiver was wielding a "strong" shield (DM's discretion) to block the dismember attempt against the arm that it was on, the attacker must make a Strength or Dexterity check against the receivers' Strength or Dexterity check (receiver must make the same check as the attacker). If the receiver succeeds, they do not lose a limb.
If either arm is dismembered, the receiver cannot dual-wield, or use any 2-handed weapons, and they have disadvantage on rolls that need two hands. They would not be able to make a second attack from weapons (unless kicking/foot-based weapon). For example: monks would not be able to utilize "Flurry of Blows" as they would not have another hand to make another unarmed attack.
If both arms are dismembered, the receiver drops all weapons or anything they were carrying in their arms.
If a leg is dismembered, the receiver's movespeed is decreased to by 1/3 of their movespeed and must make a DC 15 Strength or a Dexterity check every time it moves to its new max movespeed. If the dominant leg was removed, the movespeed max is 1/4 instead of 1/3. All attacks against the receiver have advantage.
If both legs are dismembered, the receiver's movespeed (unless flying) is reduced to 0, and take an additional 6d4 for falling on the ground with just bare flesh.
Guillotine. If the wielder ever gets a third or more chance to dismember, they can choose to behead the creature instead of dismembering any of their limbs.
Bleed Out. the receiver takes 1d6 per dismembered limb per turn from bleeding unless healed or bandaged. This effect does not affect Undead creatures.