+1 | Strength |
+0 | Dexterity |
+1 | Constitution |
+3 | Intelligence |
+1 | Wisdom |
+4 | Charisma |
+0 | Acrobatics |
-2 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+0 | Deception |
-1 | History |
+1 | Insight |
+3 | Intimidation |
+1 | Investigation |
-1 | Medicine |
-1 | Nature |
+0 | Perception |
+1 | Performance |
+1 | Persuasion |
+1 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+2 | Survival |
Longsword | +6 | 1d8+3slashing |
---|---|---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Magical, Cursed, Sentient, Telepathic Legendary [Necromancy]
The user must attune to the Sword to gain any benefits including the ability to cause damage. Attempting to attune requires a DC17 Wisdom save to avoid permanent insanity. Passing that check requires an additional DC17 Charisma check or the would-be wielder is possessed by the sword. The user can attempt the save again each midnight. Passing both leaves the weilder in control of the sword, but under constant threat of domination by its superhuman personality. The sword migrates the user's alignment towards NE over time. The sword of the Cenotaph uses the Wisdom, rather than the Strength modifier, on attacks. This stacks with the wielder's wisdom bonus. While weilding:
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d8+5 Slashing / 3d8 Necrotic | Necrotic | 5' reach | Magical, Cursed, Sentient, Telepathic |
Ability | Score | Bonus |
---|---|---|
STR | 16 | +3 |
DEX | 4 | -3 |
CON | 16 | +3 |
INT | 26 | +8 |
WIS | 20 | +5 |
CHA | 26 | +8 |