Irritating Weapon (5e Equipment)

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Weapon (Any), Very rare. (Requires attunement.)

Said to have been forged by ancient gods of trickery, this magical weapon is known to release chaotic and unpredictable magic, often driving the user and their allies to madness. Once per round, when you hit a creature with this weapon, roll a d10. What happens is determined by the table below based on that roll.

1d10 Result
1 The weapon screams, releasing a wave of thunderous noise. It casts shatter (DC 18) centered on the target.
2 10 Medium or Small objects within 30 feet of the weapon that aren't being worn or carried come to life, as if by the animate objects spell. The objects are hostile against the creature within 30 feet of them that has or is worth the most money. If an object is given 10 gp, it is appeased and no longer hostile.

If the money-hungry objects are already animated effect when you roll this, the objects become uncontrollably hostile toward anyone until sung to with a DC 18 performance check, at which point they calm until you roll it again.

3 Every creature within 15 feet of the weapon must make a DC 18 Wisdom saving throw. On a failed save, it starts flailing around, putting it under the effects of Otto's Irresistible Dance for the next minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

If this effect has occurred already less than a minute ago, creatures fall prone on a failed save and suffer no additional effects.

4 You and the target are either enlarged or reduced. Each of you rolls 1d20. Whoever rolls higher is enlarged, lower is reduced. On a tie, you each are reduced.
5 For the next minute, you strongly believe you are a dragon, giant, or similarly powerful monster. You think yourself unkillable, and will refuse to back down from anything.
6 The weapon releases a chaos bolt spell at the target. It always takes the higher roll from the d8s, and if it leaps, it leaps to the nearest creature.
7 The target becomes beguiling and charming. Each creature within 15 feet of the target that can see it must succeed on a DC 18 Wisdom saving throw or be charmed by it. Each creature can repeat the save whenever it takes damage, and the charm effects end on a creature if the target attacks it or otherwise attempts to harm it.
8 The weapon transmutes into a different form. It becomes adamantine, a +1 weapon, a +2, or a magical weapon with no bonus, randomly determined by a d4.
9 You and the target's alignments switch until the end of your next turn.
10 You must make a DC 18 Intelligence saving throw. On a failed save, you can only say your name in a slightly shocked voice for the next minute, but you think you're speaking normally. On a successful save, you receive the same effect but know that you can't speak.

Curse: This weapon is cursed. Initially, it appears to be a normal magical sword of some power, but becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword and cannot break your attunement with it, in spite of its annoyance, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

Each long rest you take while attuned with the weapon, you gain a cumulative -1 penalty to Charisma ability checks, to a maximum of -5, as the weapon's irritating nature rubs off on you. The curse and your attunement can be broken with a remove curse spell cast on you. When the curse is broken, the Charisma penalty is reduced by 1 for each long rest you take. Alternatively, banishment can be cast on the weapon, destroying its magical properties. The weapon is otherwise very difficult to destroy.

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