Courage-Seeker (5e Equipment)

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Weapon (longsword), legendary (requires attunement by a creature of good alignment)

Courage-Seeker is a blade made by the most renowned adventurers of the ancient world. The weapon is eager to pick a fight, and go on an adventure. With this weapon, you gain a +2 bonus to all attack and damage rolls.

Thirst for Adventure: If you do not perform an Attack with this weapon against a non-Good or otherwise obviously hostile target, or enter an obviously hazardous or hostile environment (such as a dungeon), for 24 consecutive hours, it will begin to telepathically complain. It will also begin to complain if used to make an Attack against a Good-aligned, or obviously allied/friendly, target. While it is complaining, you have Disadvantage on all Intelligence, Wisdom, and Charisma-based Ability Checks. It immediately ceases to complain if it is used to make an attack against a non-Good target or enters an obviously dangerous area in the former instance, but in the latter instance only unattuning and reattuning the weapon, or waiting 1 week since the last time an Attack was made against a Good-aligned or obviously friendly target, will cause the complaining to stop.

Bravery: As long as you are wielding this weapon, you are immune to being frightened.

Supernatural Awareness: The sword innately senses hostile intent. Whenever a creature is within 30 feet of you and actively seeks to cause you harm, Courage-Seeker will alert you of its presence (though, not its distance or the direction in which it is located.)

Teamwork Mindset: Whenever an ally within 30 feet of you is attacking, you may use your Reaction to grant them Advantage to their next Attack check.

Curse - Kill Raiser: Each time you reduce a creature to 0 Hit Points via an Attack made with this weapon, it harvests and absorbs a fragment of their essence, gaining a number of Essence points equal to their Challenge (rounded up to the nearest whole number.) While Courage-Seeker is at 10 or more Essence, its Curse fully activates, and it gains a primal thirst for blood; its blade, too, flushes completely black, with nothing reflecting off of its surface. This results in the following:

  • Courage-Seeker becomes Chaotic Evil in Alignment, and no longer complains in response to being used to attack a Good-aligned or friendly target.
  • Courage-Seeker deals an additional 1d6 necrotic damage per hit, healing the wielder by an amount equal to half of the necrotic damage dealt this way; its wielder also takes this damage for every hour that passes that it is not used to make an attack against a target (this damage cannot reduce the wielder below half of their maximum HP.)
  • Courage-Seeker's Supernatural Awareness and Teamwork Mindset abilities no longer function.

While at 50 or more Essence, Courage-Seeker's necrotic damage increases to 2d6. While at 250 or more Essence, it increases to 3d6. Finally, while at 1000 or more Essence, it increases to 4d6.

Courage-Seeker loses half of its current Essence points every time its bearer completes a Long Rest after having not used it to make any attacks for 24 or more consecutive hours. Alternatively, becoming unattuned with Courage-Seeker will cause its Essence to reset to 0 after 24 hours.
Sentience. Courage-Seeker is a sentient chaotic good weapon with 10 Intelligence, 16 Wisdom, and 12 Charisma. It has magical hearing and normal vision. With the eye on its hilt, it may roll Perception in your place and telepathically communicate what it sees. This weapon can communicate telepathically with its wielder, or any creature within 20 feet. It can speak, read, and understand Common, as well as an ancient language of the gods, and abhors killing good creatures.
Personality. Courage-Seeker strives for adventure and the thrill of battle. It will often sing ancient songs after slaying an enemy unless specifically told not to. Although Courage-Seeker seems young and naïve, the weapon was forged in ancient times. The weapon will often strive to be the motivator of any group. Courage-Seeker loves being in the company of other sentient weapons, though thinks Blackrazor could use a change in attitude. Courage-Seeker's weak point is its childish nature. The weapon is young (relative to the other sentient weapons) and holds child-like beliefs of the nature of good and evil, and always tries to impress those around it. Courage-Seeker will go to extremes to prove its mettle or feel accepted by others.

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