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. After 24 hours of performing no attack with this weapon, it will telepathically complain. Additionally, you have disadvantage on all rolls based on Intelligence, Wisdom, and Charisma until the next fight, or the next time you enter a hostile area.

Supernatural Awareness. Whenever a hostile creature is within 30ft of you, Courage-Seeker will alert you of its general direction. This direction will be up to the DM, but otherwise will be a 15ft cone.

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

Kill Raiser. Each time you reduce a creature to 0 HP, add a soul harvest point to your sword. Each point adds a black marking to the edge. When the sword holds 10 soul harvest points, it gains a 1d4+1 slashing damage bonus. Becoming unattuned with courage-seeker reduces soul harvest points to 0.

Teamwork Mindset Whenever an ally within 10 feet of you is attacking, they gain advantage. If courage-seeker has soul harvest modifiers, your ally may add those modifiers to their rolls.

Curse If soul harvest points ever reach 10, courage-seeker becomes chaotic evil, and gains a primal thirst for blood. The blade becomes completely black; nothing reflects off its' surface. Your teamwork mindset and supernatural awareness abilities no longer function. Each time all enemies visible are slain, you take 1d6 necrotic damage. You then take damage every hour after that, until combat starts again. Additionally, with each hour that passes, the damage taken increases by 1d6, to a maximum of 12d6. No other creatures may wield this weapon. Killing good creatures no longer reduces points or poses disadvantage. To reverse this curse, you must keep courage-seeker in isolation for 1d12+2 weeks. When the wielder returns, the sword will be chaotic good, will look as it was, and soul harvest points will be reset to 0. All effects of the curse will be lifted. At 10 souls, the sword deals 1d4+1 bonus damage. At 25 souls, the sword deals 2d4+2 bonus damage. At 50 souls, the sword deals 2d6+2 bonus damage. At 100 souls, the sword deals 4d6+4 bonus damage. At 200 souls, the sword deals 2d12+2 bonus damage. At 500 souls, the sword deals 4d12+4 bonus damage. At 1,000 souls, the sword deals 7d12+7 bonus damage.

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 communicates telepathically with its wielder or any creature within 20ft. It can speak, read, and understand Common, and an ancient language of the gods. Courage-Seeker abhors killing good creatures. If you kill a creature with an alignment of good, the weapon will reduce your soul harvest points to 0, and you will have disadvantage on all attack rolls for 1 hour.
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 be the motivator of any group. Courage-Seeker loves being in the company of other sentient weapons, although 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 forms of good and evil, and always tries to impress those around it. Courage-Seeker will go to extremes to prove its mettle or feel acceptance.

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