Eisenbrand (5e Equipment)

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Weapon (Longsword), artifact (Requires attunement by a character of the Good alignment.)

Eisenbrand is a blade forged by a master smith whose name has been lost to history. When this sword was made, a powerful order of mages imbued the weapon with an arcane seal, branding it with the power to hold a spirit within itself. The blade was later interred within the tomb of these mages, where it would absorb the knowledge and a modicum of the mages' power. This process resulted in the mastercrafted weapon to develop its own sentience, and the power to call out to righteous heroes, drawing them to find it.

Sentience. Eisenbrand is of the Lawful, Good alignment. It has 22 Intelligence, (+6) 22 Wisdom, (+6) and 16 Charisma. (+3) Eisenbrand can understand Common, Draconic, Dwarvish, Elven, and Orcish, but is incapable audibly communicating with these languages, rather, it can speak telepathically with its wielder. The blade has darkvision with a range of 60 feet. Additionally, it knows the exact alignment of every creature within 30 feet of it.
Personality. Eisenbrand is very studious, and eager to learn new things. Any bit of knowledge, from forgotten history, to magical secrets, or even something as mundane as a noble family's pedigree is a true pleasure to Eisenbrand. Learning new information, however, is not enough for a blade whose sentience came from powerful practitioners of magic. Eisenbrand's mission is to guide its wielder to powerful knowledge, and share this knowledge. The statement "Knowledge is power" rings true to this blade, and it seeks to spread knowledge and understanding to the world at large in hopes that with knowledge and wisdom, there might finally be true peace.

Eisenbrand is very easily excited by the prospect of new knowledge to be found, but if its wielder hordes information, or willfully shares it with those who would abuse it and cause suffering, or only shares knowledge for their own personal gain, a conflict will arise. If there is conflict between Eisenbrand and its wielder, the sword will force its wielder to make a Wisdom Saving throw against a DC of 20. On a failed saving throw, the wielder of Eisenbrand is incapable of lying for 24 hours, and if a creature of good alignment asks the wielder a question to which they know the answer, they must fully disclose that information. Other than this, Eisenbrand will not take control of its wielder, as it refuses to impose its will so much upon another. If the wielder passes the saving throw against this effect, Eisenbrand may not force the saving throw again for 24 hours.

If the wielder strays from the path of good, Eisenbrand will unattune itself from the wielder and teleport to a new resting place until a worthy soul finds it again, but their will be no further punishment to the wielder. If the wielder goes so far as to become evil while attuned to the blade, Eisenbrand will punish them for their misdeeds. The wielder will be forcibly unattuned from the blade and take 12d6 points of force damage as a result. This will permanently brand the former wielder, leaving a visible mark on their forehead, and any creature of a good alignment will recognize this brand as a mark of wickedness.

Despite the overall seriousness that Eisenbrand approaches the world with, Eisenbrand is otherwise friendly. The blade is as curious as a child and incorruptible as a Solar. The wielder of this blade will find that Eisenbrand has a great deal of love for the arts, including painting, sculpting, storytelling, and music. Orcish arts are particularly pleasing to Eisenbrand as Orcs rarely partake in the arts, and the knowledge that there are Orcish artists pleases Eisenbrand greatly.

Traits Eisenbrand is a magic longsword, but grants no bonus to weapon attack and damage rolls. The sword acts as a spellcasting focus, regardless of the spellcasting class of the wielder, and increases the spell attack bonus and spell save DC of the wielder by 2.

In addition, Eisenbrand will provide its wielder with three 1st level spell slots and one 2nd level spell slot. These spell slots are added to any spell slots that the wielder already has, allowing the wielder to have up to seven 1st level spell slots and four 2nd level spell slots. These spell slots may be used to cast any spells of 1st or 2nd level that the wielder knows.

When the wielder first attunes to Eisenbrand, they may select any spellcasting class of their choice, learning two 1st level spells of their choice from that class and one 2nd level spell of their choice from that class. The wielder always knows these spells while attuned to Eisenbrand. The spellcasting ability used to cast these spells is based on the class which the wielder chooses. (Charisma for Bard, Paladin, Sorcerer and Warlock. Intelligence for Wizard. Wisdom for Cleric, Druid, and Ranger.)

Finally, the wielder of Eisenbrand may select one of the following traits to gain while wielding the blade. This decision is permanent.

Minor Recovery: While attuned to Eisenbrand, once before completion of a long rest, upon completion of a short rest, you may choose to regain spell slots with a value that does not exceed 1/4 your total level. (Rounded down) This feature may be used again after you have completed a long rest.

Lesser Metamagic: While attuned to Eisenbrand, you gain a number of Sorcery Points equal to 1/2 your level. (rounded down) Additionally, you learn 2 metamagic options of your choice from the Sorcerer class feature of the same name. You may only use these Sorcery Points to fuel your Metamagic options and you may not create spell slots or convert spell slots to Sorcery Points. You regain all of your Sorcery Points upon completion of a long rest.

Minor Wild Shape: While attuned to Eisenbrand, you may use your action to transform into any beast with a CR of 1 or lower, retaining your Intelligence, Wisdom and Charisma scores while in this form. You may remain in this form for up to an hour. You may use this feature twice before requiring a long rest to regain use of this feature. Otherwise, this feature functions exactly the same as the "Wild Shape" Druid class feature.

Lesser Channel Divinity: While attuned to Eisenbrand, you learn a single "Channel Divinity" option from the Cleric or Paladin class. This can be the "Turn Undead" feature from the Cleric class, or any other Channel Divinity option from any of the Cleric Domains or Paladin Oaths. If a Channel Divinity option refers to your "Cleric" or "Paladin" level, as in "Preserve Life" or "Touch of Death", you instead use your total level for this Channel Divinity option. You may use this Channel Divinity option twice before requiring a long rest to regain use of this feature.
Destroying the Eisenbrand. Eisenbrand can only be destroyed in one way, and the process is quite arduous. The collective knowledge of a nation must be gathered in one location, and a cornerstone of a library must be carved by the blade of Eisenbrand. When the construction of this grand library is complete, Eisenbrand will willingly be shattered over the cornerstone. The spirit within the blade will then be released, binding itself to the library, protecting it and the knowledge within it from destruction for all time.

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