Calandil (5e Equipment)

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Weapon (shortsword), legendary (requires attunement)

A sword spoken of only as legend, forged by the gods, that became the living flesh of a deity known simply as The King of Storms. Once a blade forged of the mightiest celestial adamantine known to gods and men, borne of steel and mithral, and tempered in dragonfire, it now lies broken, its blade lodged into stone, though the seemingly molten Draconic runes that run the center of the blade are still legible. They glow an ominous golden, and cast a piercing purplish-white sheen off the deep, dark metal of the blade, reading: Calandil, King of Storms.

Magic Weapon This sword, when first found, acts as a shortsword with finesse, light and the added versatile property, and you gain a +1 bonus to attack and damage rolls made with this magic weapon.

Righteous Fury An Evil creature cannot pull the sword from its pedestal, and a Good or Neutral creature must pass a DC16 Wisdom check. If the creature that attempts to pull the sword is either Evil, or fails the check with less than an 8, they must pass a DC 18 Strength save or take 3d6 points of force damage, be knocked prone, and have one short term madness effect.

Elusive Calandil as a shortsword grants three charges of the 2nd-level spell misty step, which you can cast as an action. All charges reset after a long rest.

Broken, now Reforged There are five other broken shards of Calandil's blade besides its hilt, scattered throughout the land. When a new piece of the sword is found, it grafts itself magically to the existing blade. After the first two shards are grafted onto Calandil, the blade grants a +2 bonus to attack and damage rolls made with this magic weapon, and a +3 bonus to attack and damage rolls made with this magic weapon after grafting on the third and fourth shards. When the fifth and final shard is grafted on and the sword is complete, it acts as a vorpal bastard sword (longsword), which is versatile together with the added finesse property. You gain a +4 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon now ignores resistance to slashing damage. When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Unleashed Power A fully reforged Calandil gains the turn undead ability, which you can cast once every dawn, using Calandil as your holy symbol. It also grants advantage on all intimidation checks on hostile humanoids within ten feet. The blade also grants three charges of the 6th-level spell chain lightning, which you can cast as an action, and five charges of the 2nd-level spell misty step, also able to be cast as an action. All spell charges for chain lightning and misty step recharge fully after a long rest.

Sentience Calandil has a chaotic good alignment and has an Intelligence of 18, a Wisdom of 17 and a Charisma of 20. It can communicate telepathically with all living creatures within a 50 foot radius. Calandil has blindsight for 30 feet, along with hearing of 50 feet. He understands all languages that his wielder does, alongside Celestial and Draconic. Any Evil creature must make a DC 19 Charisma check, otherwise, they may not use this sword as anything but a basic bastard sword (longsword), and Calandil will mock them constantly for their alignment and helplessness, as well as their weakness and inability to draw out the full potential of the blade.

Personality His ultimate desire is to be whole, and Calandil will goad, coax, cajole, harry and push his wielder constantly to search for the remaining shards. He is proud and haughty, and does not take kindly to being treated as unimportant or merely a tool. Whenever Calandil hears an insult directed towards him, he will attempt to persuade his wielder to make the perpetrator apologize, duel, or communicate telepathically with the perpetrator. Also, Calandil detests the notion of working with any minions or creatures of evil, and will actively work to subvert his wielder against them. If the wielder does nothing to help advance the search for the remaining shards for three consecutive days, actively makes any evil choices or chooses to consort and work with any evil aligned creatures, a conflict between it and its wielder occurs at the next dawn.


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