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Dungeon Master's Guide

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SwoRD OF KAs<br />

Wondrous item, artifact (requires attunement)<br />

When Vecna grew in power, he appointed an evil and<br />

ruthless lieutenant, Kas the Bloody Handed, to act as<br />

his bodyguard and right hand. This despicable villain<br />

served as advisor, warlord, and assassin. His successes<br />

earned him Vecna's admiration and a reward: a sword<br />

with as dark a pedigree as the man who would wield it.<br />

For a long time, Kas faithfully served the lich but<br />

as Kas's power grew, so did his hubris. His sw;rd<br />

urged him to supplant Vecna, .so that they could rule<br />

the lich's empire in Vecna's stead. Legend says Vecna's<br />

destruction came at Kas's hand, but Vecna also wrought<br />

his rebellious lieutenant's doom, leaving only Kas's<br />

sword behind. The world was made brighter thereby.<br />

The Sword of Kas is a magic, sentient longsword that<br />

grants a +3 bonus to attack and damage rolls made with<br />

it. It scores a critical hit on a roll of 19 or 20, and deals<br />

an extra 2d10 slashing damage to undead.<br />

If the sword isn't bathed in blood within 1 minute of<br />

being drawn from its scabbard, its wielder must make a<br />

DC 15 Charisma saving throw. On a successful save, the<br />

wielder take 3d6 psychic damage. On a failed save, the<br />

wielder is dominated by the sword, as if by the dominate<br />

monster spell, and the sword demands that it be<br />

bathed in blood. The spell effect ends when the sword's<br />

demand is met.<br />

Random Properties. The Sword of Kas has the<br />

following random properties:<br />

1 minor beneficial property<br />

• 1 major beneficial property<br />

1 minor detrimental property<br />

• 1 major detrimental property<br />

Spirit ofKas. While the sword is on your person, you<br />

add a dlO to your initiative at the start of every combat.<br />

In addition, when you use an action to attack with the<br />

sword, you can transfer some or all of its attack bonus r<br />

your Armor Class instead. The adjusted bonuses remaiin<br />

effect until the start of your next turn.<br />

Spells. While the sword is on your person, you can<br />

use an action to cast one of the following spells (save<br />

18) from it: call lightning, divine word, or finger of dea d:<br />

Once you use the sword to cast a spell, you can't cast<br />

that spell again from it until the next dawn.<br />

Sentience. The Sword of Kas is a sentient chaotic e\<br />

weapon with an Intelligence of 15, a Wisdom of 13, and<br />

a Charisma of 16. It has hearing and darkvision out to 2<br />

range of 120 feet.<br />

The weapon communicates telepathically with its<br />

wielder and can speak, read, and understand Common<br />

Personality. The sword's purpose is to bring ruin to<br />

Vecna. Killing Vecna's worshipers, destroying the licb·s<br />

works, and foiling his machinations all help to fulfill<br />

this goal.<br />

The Sword of Kas also seeks to destroy anyone<br />

corrupted by the Eye and Hand of Vecna. The sword's<br />

obsession with those artifacts eventually becomes a<br />

fixation for its wielder.<br />

Destroying the Sword. A creature attuned to both<br />

the Eye of Vecna and the Hand of Vecna can use the<br />

wish property of those combined artifacts to unmake<br />

the Sword of Kas. The creature must cast the wish spe<br />

and make a Charisma check contested by the Charis .<br />

check of the sword. The sword must be within 30 feer<br />

of the creature, or the spell fails. If the sword wins the<br />

contest, nothing happens, and the wish spell is wasteC.<br />

If the sword loses the contest, it is destroyed.<br />

•<br />

SwoR D O F K t>.s<br />

•<br />

•<br />

•<br />

• ..<br />

Wt>.ND OF 0RCUS<br />

CHAPTER 7 I TREASURE

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