Halfhilt (5e Equipment)

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Weapon (dagger), rare (requires attunement by a creature of non-evil alignment)

A dagger which was never fully completed. It is basically just a blade and tang; the blade is sharpened and hardened, but the hilt was never completed. There is a strange swirl mark on the blade, and the weapon itself has a slight brown color.

Halfhilt was forged by an orc magician known as Gunzan Urnka and a human blacksmith named Arl Täys. Arl´s son was injured in battle with the man who took the life of the boy's mother. The boy's wounds weren't treated properly, and got infected. His last wish was to get his revenge for his mother, so his father and Gunzan attempted to infuse the boy's mind and soul into a dagger. However, something went wrong during the process, and Arl´s son lost all his memories and fell asleep within the weapon. Dismayed at their apparent failure, Gunzan and Arl abandoned the project, thinking the son´s soul was lost. Years later when the dagger awoke, a dwarf found it during a raid in that village and gave it its current name.

While this magic weapon is on your person and it is not saddened by its Hiltless trait, you gain a +1 bonus to saving throws and initiative rolls.

Hiltless. Whenever a creature mentions aloud that Halfhilt is an incomplete weapon, the weapon sinks into a deep and infectious sadness, and can remain in this state for some time(usually for an hour). While it is affected by this sadness, you have a -1 penalty to attack and damage rolls you make with this magic weapon, and when you hit a creature with it, that creature must succeed on a DC 13 Wisdom saving throw or be charmed by you until the end of the creature's next turn, and incapacitated while it is charmed this way. If Halfhilt is ever made into a complete weapon, it loses this trait and instead grants a +1 bonus to attack and damage rolls made with it to any creature attuned to it.

Summoning. While Halfhilt is not saddened by its Hiltless trait, you can use your action to deal 1 point of piercing damage to yourself with it and summon the boy's ghost. Halfhilt appears within 25 feet of you as a 17-year-old human boy. As a ghost, he cannot be dealt damage, and cannot move through nor manipulate physical objects, though physical objects and creatures in motion can move through him. After 10 minutes, he returns back to the dagger; he returns immediately if he is targeted by a spell or other magical effect, if he becomes saddened by his Hiltless trait, or if he chooses to do so. Once his ghost has been summoned this way, it can't be summoned this way again until the next dawn.





Sentience. Halfhilt is a sentient weapon of neutral alignment, with an intelligence of 15 (+2), a wisdom of 18 (+4) and a charisma of 10 (0). It can see up to 30 feet normally and can hear up to 60 feet normally, but can also hear a creature that is talking about it from up to 120 feet away. It can speak, read, and understand Common, and is able to talk.
Personality. Halfhilt has a good-natured, talkative demeanor, and generally wants to help its wielder in their current task, but is against bloodshed unless it knows and agrees with its wielder's objectives.
The weapon desperately wants to be completed, but is dogged by an unshakable feeling that it has another purpose it can't quite recall; if the weapon is focused on by a creature using the detect thoughts spell and asked to concentrate on that missing purpose, both Halfhilt and the creature casting the spell discover the weapon's origin and original purpose.
Conflict arises if Halfhit becomes convinced that its current owner has been manipulating its emotions via its Hiltless trait or does not intend to ever help fulfill the weapon's goals.


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