Sword of a Thousand Souls (5e Equipment)

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Weapon (greatsword), very rare (major) (requires attunement)

The Sword of a Thousand Souls has a faint green glow radiating from its black blade with runic symbols running down the middle and a torn-brown handle. Any creature that wields this weapon feels the presence of the souls of those who once used this weapon.

This weapon deals 2d6 slashing and necrotic damage on a hit.

Souls of the Damned. As an action, a creature attuned to this weapon may conjure up one soul that shoots out of your blade. Roll 1d4. Depending on your roll, you summon one of the following companions below within 15 feet of you. Each soul may be summoned only one per day, regaining use at midnight. Each soul has its own looks, HP, and AC, and there preferred fighting style, they are also undead and you can command them as a bonus action, but if they are not commanded then they do nothing but defend themselves

Stat Blocks All souls have the same stat block unless said in the description and here are the stats:

Str 12 (+1)

Dex 13 (+2)

Con 12 (+1)

Int 9 (-1)

Wis 11 (+1)

Cha 7 (-2)


1: Barrock the Smith. Barrock is a massive, ghostly green blacksmith wearing a headband with black torn-jeans and wielding an equally huge blacksmith hammer that is at his height (10 feet to 8 feet). You have to get a 4 on the 1d4 die to get him. He deals 1d8 bludgeoning and necrotic damage on a hit. He has 35 hit points and an AC of 14. and STR stat is a 14 (+2)

Barrock's Might. As an action, Barrock may slam his hammer into the ground. Every creature in a 10 ft. radius of Barrock's hammer must make a DC 14 Dexterity saving throw. On a failure, they take 2d8 + 2 thunder necrotic damage. This ability can only be used 2 a day

2: Quantell the Sneak Quantell looks ghostly green with a black hood and outfit with 2 dagger holsters. You have to get a 2 on the 1d4 die to get her. She has 25 hit points and an AC of 13. Her DEX stat is 15 (+3) On a hit with her daggers (1d4), they must make a DC 13 Constitution saving throw or get poisoned for 1 minute. and they must repeat the throw every turn until 1 minute is over, or if they succeed the effects do not happen.

Best with Friends. When Quantell is within 5 feet of a friendly creature, her attack rolls gain an advantage.
Rapid Stab. As an action, Quantell can attack 2 extra times with her daggers. This can be used once, regaining use at midnight.

3: Largo the Ranger Largo looks ghostly green in a fur chest plate and fur leggings with symbols on her arm and a fur quiver with a bow holster. You have to roll a 1 on the 1d4 die to get her. She has 30 hit points and an AC of 13. Her bow deals 1d6 + 2 piercing and necrotic damage on a hit and has a range of 60/120 feet.

Explosive Arrow. As a bonus action, Largo prepares her next bow attack on the same turn with an ethereal explosive. On a hit, every creature in a 10 ft. radius of her must attempt a DC 14 Dexterity saving throw. On a failure, they take 2d8 fire damage. On a success, they take half as much damage. This can be used twice, regaining use at midnight.
Hunter's Dash Largo can dash and disengage as a bonus action.

4: Shindell the Arcanist Shindell has mage armor (like Skyrim mage armor) with a tattered and beat-up spell caster book. He has 20 hit points and an AC of 11. His INT stat is 14 (+2) And his spellcasting ability is intelligence. You have to roll a 3 on the 1d4 die to get Shindell

Born spellcaster Shindell can cast 2 level 2 spell slots and 4 level 1 spell slots of your choice

Spellcaster. Shindell can cast the following spells at their lowest level without using spell slots: Toll the Dead, Vampiric Touch, Witch Bolt, Animate Dead

Dark Sheild Shindell can cast the shield spell up to 30 feet as a reaction only to his nearby allies Witch he can take in between turns evan though it is not his and the shield looks dark green and this ability can be used 3 times a day.

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