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The Bloody End in Dungeons & Dragons 5e

The Bloody End

Weapon

Legendary

Morningstar

Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.

Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.

Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.

Dormant: The morningstar grants the following benefits in its dormant state:

  • You can speak, read, and write Infernal.

  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.

  • While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): Charm Person, Dominate Person, or Fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.

  • While holding the morningstar, you have advantage on Charisma (Intimidation) checks.

Awakened: When the morningstar reaches an awakened state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +2.

  • The saving throw DC for spells cast from the morningstar increases to 15.

  • When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.

  • When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.

Exalted: When the morningstar reaches an exalted state, it gains the following properties:
  • The weapon's bonus to attack and damage rolls increases to +3.

  • Add Dominate Monster to the list of spells that can be cast from the morningstar.

  • The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.

  • When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.

Cost: 50,000+ gp


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