Blackrazor
WeaponWorkshopLegendary
No description provided
Basic Info
- Value: 10000 gp
- Weight: N/A
- Rarity: LEGENDARY
Features
Passive Increase
+3 to your attack and damage roll
Devour Soul
When you take a creature down to 0 hitpoints, it cannot be revived unless wish is used. You gain their hitpoints for 24 hours added as temporary hitpoints. You have advantage on attack rolls, saving throws, and ability checks. If you attack an undead, you take 1d10 necrotic damage and the undead heals 1d10. If the necrotic damage brings you to 0 hitpoints, your soul is devoured.
Soul Hunter
You are aware of tiny or large creatures [BUT constructs or undead] within 60ft You cannot be charmed or frightened Blackrazor can give haste once per day, it decides when and maintains it.
Sentience
The Blackrazor has hearing and darkvision of 120 feet. It can speak, read, and understand common. Additionally it can communicate with its wielder telepathically. It has a deep and echoing voice. It additionally understands every language its wielder knows. Stats: 17 intelligence 10 wisdom 19 charisma
Personality
The blackrazor speaks with a imperious tone, accustomed to being obeyed. It's purpose is to consume souls and doesn't care whose soul it is, even its wielder. It believers that all matter and energy sprang from a void of negative energy and will return to it one day, it's meant to speed that up. Shares kinship to Wave and Whelm. Wants them to be united and wielded together in combat with them though violently disagrees with Whelm and finds Wave tedious. It hungers for souls, if not fed regularly [three days or more] a conflict between it and it's wielder occurs at the next sunset.
Conflict
When conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands: • The item insists on being carried or worn at all times. • The item demands that its wielder dispose of anything the item finds repugnant. • The item demands that its wielder pursue the item's goals to the exclusion of all other goals. • The item demands to be given to someone else. If its wielder refuses to comply with the item's wishes, the item can do any or all of the following: Make it impossible for its wielder to attune to it. Suppress one or more of its activated properties. Attempt to take control of its wielder. If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn."
Weapon Information
- Damage: 2d6
- Properties: Heavy, Two-Handed
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