Design Note: While most cursed items are balanced ignoring the curse, this item’s curse and bonus are balanced based on each other, and deviates slightly from normal standards.
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Weapon (broadsword), artifact (requires attunement by a character proficient with broadswords or martial melee weapons)
Swords are legendary among humanoids, for the intense amount of work and resources they require to make. They are often regarded as the nobility's weapon for that reason and there is something that is enticing about swords that draws people to them, beyond the simple effectiveness of the design. Swords are a common choice for magical weapons, with many types and varieties found all throughout. However, of the legendary blades, one stands above the others for its effectiveness and beauty, but also for its brutality and terrible price.
That sword is Tyrfing, a one-handed blade forged by the dwarves Dvalinn and Durinn for the king Svafrlami, who wanted the best blade of all. He wanted a blade with a golden hilt that would never miss, never rust, and cut through stone and steel and stone like cloth. While they completed the blade-resulting in a sword that glows like sunlight-as vengeance for his demands they curse the sword so that it can only be sheathed while the blood of a victim is warm. Ever since, the sword has passed from hand to hand, leaving a trail of blood and despair in its wake.
Tyrfing is a vorpal sword that deals an extra 2d4 damage on top of the weapon's base damage. The wielder gains temporary hit points equal to the extra damage dealt. If the wielder misses an attack with Tyrging, they may instead choose to succeed. They may do this a number of times equal to their proficiency bonus, regaining the uses after a long rest. When unsheathed, Tyrfing emits 30 ft. of brightness and dim light and creatures within 30 feet of the wielder that have the Sunlight Sensitivity triat have disadvantage on their attack rolls.
Curse. Identify does not inform the caster of the blade’s identify or its curse: only the beneficial properties. Whenever Tyrfing is drawn from the sheath, it cannot be sheathed again until it is warm with blood. If the wielder attempts to sheath Tyrfing without hitting with an attack on a creature that is not a construct or undead, they must succeed a DC 24 Wisdom saving throw. If they fail, the wielder must use their turn to attack the nearest humanoid. This attack has advantage and deals an additional X (5d4 + class level) damage in addition to the sword's base damage. If the target is not dead, the wielder may repeat the saving throw. If the attack(s) hit, the save is lowered to 20. If the wielder succeeds the save, they resist the effect and may instead deal the damage to themself, reducing their maximum hit points until their second long rest. Once Tyrfing has dealt damage and the wielder has succeeded on the save or the target is dead, the sword may be returned to the scabbard. Tyrfing’s curse can only be broken by a god, divine, intervention, or a Wish spell, at which point the wielder is no longer attuned.
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