END (5e Equipment)

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Weapon (scimitar), artifact (requires attunement by a creature of a chaotic alignment)

END is a jet black scimitar wrapped in fire, that was created from a book that a High Elf wizard acquired. The book is said to have been able to summon a fire demon, with the sword now containing the demon's soul and power. The demon, Charon was the ferryman of Hades who carried souls of the newly deceased across the rivers Styx and Acheron that divided the world of the living from the world of the dead. He was caught smuggling souls back to the realm of the living, and was inevitably killed. However, the creature's soul was used to forge the End in the heart of the Lake of Fire which was dipped completely into the River Styx. The name End was given to the scimitar because all who faced against it met their end. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The demon's soul must be satisfied, the weapon thrives on death and war. The weapon sees the souls of all creatures that die within a 400 ft radius and absorbs them by sending an astral projection of yourself to retrieve the souls. The souls of good aligned creatures are worth thrice the amount, and the souls of neutral aligned creatures are worth twice the amount, and the souls of evil aligned creatures are worth one. Once the weapon has absorbed 200 souls, you gain the knowledge to cast power word kill. The weapon must absorb another 200 souls to cast power word kill again, the spellcaster retains the knowledge of how to cast the spell, but they lack the means. The weapon also functions as a scimitar of speed.

END demon_bone_scimitar_by_ravenousfire-d81sa6r.png


Phantasmal Projection: When a creature dies within a 400 ft radius of the End, an astral image of yourself is sent out to retrieve it's soul so it can be reaped. In this form, you can use all your weapons, spells, abilities, and items, though they will not likely have much effect on a soul. In astral form, You are able to wield the END to reap souls. While reaping souls, you are not affected by anything from the Realm of the Living, and you cannot affect the Realm of the Living. No one can see you or any other astral forms unless they too are dead. You will fight separate from your character. If anyone or anything is reaping the souls that died within 400 ft of End, conflict will arise between the you and the other reaper. Charon, being a previous ferryman of Hades, gives you an advantage and a +2 bonus to attack rolls while fighting another reaper. As an astral form, you can fly at a speed of 30 ft through objects as you are incorporeal.

Demonic Armor: While you are wielding END, you have a +3 bonus to your AC.

Mind Pierce: END's inner strength can be accessed by its owner as an action, causing the blade to emit a brilliant purple flame that attempts to pierce another creature's mind. A creature of your choice within 60 feet of you must make a DC 25 Wisdom saving throw. If they fail, and they have 2 or fewer points of exhaustion, they act as if they have 5 points of exhaustion. At the end of an affected creatures turn, they can repeat the saving throw, ending the effect early on them on a success. The weapon regains use of this effect after 1 minute.

Soul Sharing: While you are attuned to End, your souls merges with the soul of Charon. Your thoughts, emotions and intentions cannot be determined clearly through any means since there is another soul merged with yours. If one tries to determine your thoughts, they might end up reading the thoughts of Charon and not you. However this comes at a price, while your souls are merged, almost all creatures recognize you as Charon except deities and non-infernal beings. Some infernal beings might even take you to be a threat and might try to attack you, others might respect you and follow you. Having your soul merged with a demon who has waded through the fires of hell and endured the wails of the dead for many lifetimes gives you resistance psychic damage. Having your souls merged with that of Charon, effects your physical body and changes it to resemble the likeness of Charon. Furthermore, you cannot sleep without the hearing the souls of the damned scream and wail in agony. disattunement can only be achieved by destroying the weapon in a forge with coals from the deepest part of the Lake of Fire, lit by the original fire stolen by Prometheus and hammered by the hammer of Hephaestus.

Rebirth: Charon's greatest goal is to stay away from Hades. Since your soul is now merged with his, it is in his best intentions to keep you alive. If you are killed, your body will disintegrate while your soul, and any items you had are absorbed into the pommel of the End. To any onlookers beside deities, it will appear as if you are dead. Your body [in exchange for 100 souls] and all items you had [in exchange for another 100 souls] will be reformed and brought back into existence after 1d10 days. While you are within the End, you are still conscious and aware of your surroundings and are able to hear and see what is happening around you. You will not be able to communicate telepathically to anyone outside the End. During your stay inside the End, you will be able to converse with and interact with the souls absorbed by the End. However you are unable to harm them and they are unable to harm you.

Conflict: Charon's desire is to be ruler over Hades. Since conquering the original Hades is near impossible, he intends to create and rule over a realm and shape it to resemble the original Hades. He will try to manipulate you into bringing about his goal, and you are unable to see through his manipulations.

Image of a Demon: When you are reduced to an amount of hit points less than or equal to your level, an image of your astral form will appear before you. Until the end of your next turn, the image will make you are immune to all damage. The weapon regains use of this effect at midnight.

Combat: The weapon deals 8d8 fire + 10d8 slashing + 7d8 force. On a successful saving throw, the creature takes half slashing and force damage but full fire damage. On a failed saving throw, the creature takes full damage and is ignited by fire taking 6d6 damage every turn until the attuned spellcaster dispels the flames.

Spectral Strike: The weapon causes all targets withing soul absorption range to be frightened. All creatures must succeed a DC 21 Wisdom saving throw or be frightened. You can use a bonus action to teleport to the End regardless of where it is or how far away it is, after teleporting you can choose to make an attack with the End. The scimitar's sentient soul is merged with your own, the blade has become an extension of your body, you can tell the exact location of the blade regardless of distance or if it's on another plane.

Unchanging: The End scimitar cannot be broken, shattered, dulled, blocked, rusted, aged, melted, corroded, snapped, etc. It cannot be destroyed by any means, not even with a wish spell or divine means. The weapon has been dipped into the River Styx and can only be made vulnerable to any physical ailments when the River Styx dries up completely.

Merged: Any creature trying to wield the End who is not attuned will take 6d6 fire damage and will be burning. The fire burning the creature can only be put out if the attuned spellcaster spends a bonus action to dispel the flames.

Taste of Hell: Once the End consumes 2000 souls, it gains the ability to open a tear in reality in the heavens. The tear expands a radius of 50 ft and opens to hell itself. This turns the sky red, and the smell of sulphur and the sound of damned souls can be heard echoing throughout the radius. The entire radius is flooded with hellfire straight from Hell and brimstone rains from above, saturating even the air in the radius. The target then takes 10d6 hellfire damage + 10d8 psychic damage. The terrain in the radius becomes difficult terrain and is set ablaze, the targets take 10d4 hellfire damage every turn they spend inside the radius. Targets on the ground are also grappled by the spectral hands that appear from Hell unless they make a DEX saving throw. The tear closes in 2 minutes, but all targets in the radius continue to take half damage from the lingering hellfire saturating the area. Furthermore the spectral hands disappear, releasing all the grappled creatures in the radius.

Hound of Hades: The attuned spellcaster can use a turn to summon Cerberus, the guard-dog of Hades who was taken care of by Charon. Cerberus will follow the commands of the attuned spellcaster or Charon if he doesn't agree with what you are doing. Cerberus is immune to any non-magical and magical attempts to cause him to disobey the attuned spellcaster. When Cerberus is killed, he is destroyed and reborn in Hades. You regain the ability to summon him again at midnight each full moon. You can use another turn to dispel Cerberus, doing this when he is still alive enables you to summon him again before midnight with the same hitpoints as he had when he was dispelled.

Possess: Your astral form may attempt to possess a living creature or a non-magical object. For living creatures your WIS must be at least 3 times what you are attempting to possess, up to the DM's discretion. You must also make a DC 20 WIS saving throw after each hour of possession. The saving throw goes up by 2 each hour. For non-magical objects you do not need to attempt any of these checks. When possessing an object you can move it at 'walking' speed of 1 foot and a flying speed of 3 feet.





Sentience. END is a sentient chaotic evil weapon. It has an Intelligence score of 21 (+5), a Wisdom score of 18 (+4), and a Charisma score of 25 (+7). It has hearing and darkvision out to 120 feet. The weapon can speak, read and understand Common, Draconic, Infernal, Abyssal, and Undercommon, and Celestial and can communicate telepathically with its wielder. While you are attuned to it, END understands all languages you know.
Personality. END is quick witted, charming and loves to dark jokes, but is deadly serious in times of conflict. Due to the demon's understanding of people's personalities, it is an uncannily good judge of character. It has an intense hatred of creatures from any good alignment,(though not any females as Charon trafficked only females backed to the Realm of the Living to be reunited with their loved ones) and refuses to allow them to attune to it. Conflict arises at the next dawn, if the wielder allows creatures from any good aligned creatures to perform good deeds.

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