Spiritus (5e Equipment)

From D&D Wiki

Jump to: navigation, search
Work In Progress

Weapon(quarterstaff/great scythe), artifact (requires attunement by a creature of nuetral alignment that must have had a near death experiance in the past)

Varks fluffy fluff here.

Random Properties. The Spiritus has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property
Spiritus in True Neutral, Great Scythe Form.
A large scythe with a 36-inch handle stick with a double sided blade with one side being larger than the other one. The right blade at its tallest is 16 inches and the left side 24 inches.

Magic Weapon

Unless attuned to Spiritus is considered a normal black quarterstaff.

Spiritus is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. As a bonus action, you can swap between the weapons two forms. The first being a long metallic quarterstaff and the other being a great scythe. As a quarterstaff, it functions as a staff of withering if you are neutral evil and a staff of healing if you are neutral good. A true neutral creature can use both of these properties freely. When you switch to its scythe form the quarterstaff lengthens and a large scythe blade extends from the top. This scythe also functions as a sword of wounding, a vorpal sword and strikes made with this weapon extend into the Ethereal Plane. When in this form it can't use its additional quarterstaff properties and vice versa. Spiritus is a mat white if its user is neutral good, mat black if they are true neutral or mat crimson if they are neutral evil and while in staff form it is indistinguishable from a normal quarterstaff.


While you hold Spiritus you can see the souls of creatures that are within 120 feet. You can see this glow to varying degrees even if they are obscured by thick walls or large objects as long as they are within 120 feet. This allows you to see invisible creatures and objects, as well as see into the Ethereal Plane.

Deaths Blessing

While attuned to the scythe, you gain the following benefits:

  • You have resistance to necrotic and radiant damage.
  • You can add your proficiency bonus to death saves.
  • You cannot be charmed or fightened.


While you hold Spiritus, you can use your reaction to cleave the weave in two disrupting the delicate balance that allows spells to manifest and absorbing the magical energy used to create that spell. You can only do this to spells that target only you. The absorbed spell's effect is cancelled, and the spell's energy - not the spell itself - is stored in Spiritus. The energy has the same level as the spell when it was cast. Spiritus can absorb and store up to 50 levels of energy over the course of a month before it harmlessly discharging it back into the Weave at the end of the month. Once 50 levels of energy have been absorbed, it can't absorb more until the end of the month. If you are targeted by a spell that Spiritus can't store, Spiritus has no effect on that spell.

When you hit a melee weapon attack while holding Spiritus in its scythe form, you can expand the spell slots stored to deal radiant damage if you are neutral good or necrotic damage if you are neutral evil. If you are true neutral then you can choose when you make the attack. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. Alternatively, if you are a caster, you can use your own spell slot to create the same effect. The damage die for this extra damage cannot be greater then 10d8.


More of a side effect of its attunement rather than a curse. Spiritus, like the spirit of death it was born from seeks balance and as such is at its strongest in the hands of a true neutral wielder that can align itself with that balance. The weapon bears a curse that affects any non-true neutral creature that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing month, Spiritus attempts to correct the imbalance between it and its wielder forcing them to make a Charisma saving throw, DC10 or their alignment shifts towards true neutral. On a successful save they remain their alignment, however, this DC increases by 2 on each successful month. The changes wrought by the weapon aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell provided you are not attuned to Spiritus.

Back to Main Page5e HomebrewEquipmentArtifacts

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors