Weapons of Old [Sentient Weapon]

by TeeEight

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Weapons of Old

This is the Tale of the Three Sisters who refused to join anyone and instead aligned with whoever was willing to pay for their services. These Three Sisters who valued their freedom above all else.


Unfortunately, their choices caught up them... They had just participated in a raid that led to the defeat and removal of the Goddess' power. But even without her godhood, the deity was cunning, she tricked the three sisters who had dealt the final blow into picking up three cursed items in her lair.


First was Aris Nefeli, the smartest of the three who claimed a circlet that would allow her to stay awake and keep her mind sharp. The Second, Atien Nefeli picked up a ring that allowed her to be as fast as the wind, but while she wasn't as smart as Aris, she was wiser and she was suspicious of the items and so decided not to wear the ring. The Third sister, Artas, the youngest and the most charming of the three took a locket that would allow her to bend the minds of those who heard her voice. With her sisters unable to resist the call of these magical items, Atien left in search of their patron, The Mage.

By the time that Atien convinced the Mage to help her and her sister, it was already too late, the spell had began affecting them.

The circlet had given Aris exactly what she wanted, she could have all the time in the world to learn and expand her mind without having to worry about the need for sleep. Yet, what she didn't realize was that her mind needed the rest just as much as her body did... And as days of being awake turned to weeks, she picked up a Tome during one of her exploration and with her impaired judgement, she read it despite the warnings of her companions and her once sharp mind was dulled as madness overtook her.

What was once a challenge to get her way became easy as Artas commanded those around her to do what she pleased but the enchantment didn't last nor were her victims unaware of it, they made her pay in blood and at the end Artas was killed.

Atien was the only one who didn't suffer for making use of the ring, which she had used to reach the Mage who she begged for aid from, all in exchange for her service.


The Mage bound The Three Sisters, both in body and in soul, to herself. Then she began the process of fixing and healing them. First was Artas... Her broken body transformed and changed into blade as beautiful as she is, unwavering in the face of adversary. Then Aris came next, the Queen did what she could to repair her fractured mind before turning her into a blade as sharp or perhaps even sharper than her mind.

Atien felt grief for what the Mage had done to save her family and she hated her for it. So much so that she tried to reverse it and when that failed, she tried to take her own life. The Mage didn't allow that and she placed her soul into a blade. Her sisters could rest, lay dormant if they wished while nobody wielded them but Atien could never find rest or peace as long as nobody wielded her.

The Three Bladesisters: Myth or Legend?

Today, the tale of the Bladesisters is spoken or sang as an oral tale in some areas of the Silviete Isles or found in obscure written texts. Some even question if the tale is real or not due to a number of inconsistent detail. A book may say that the dethroned deity was a male rather than female, another would say that the Mage was already the Grave Queen by the time she laid siege to the Goddess' Lair, a third would tell you that the Sisters had deserved their fate and so on forth. However, they all are rather consistent about one thing... The Bladesister's were supposedly hired by the Mage herself to assault the Nameless Deity.


Now, many believe the story to be true and in fact... There are some suspicions that these bladesisters have been wielded by famed individuals across history.


Dementia: Believed to have been owned by the Fallen Drow Dynasty, Ana'Roar, Dementia was retrieved by Thane of Havenhold, who would use it to unite and create the first Human Kingdom in the Silviete Isles and become Thane the First. The Blade was then lost many human generations later.


Fatebinder: Interestingly enough, the blade is believed to have only been owned by one person... A Servant of the Grave Queen named Liirae the Vigilant and it is currently believed that she was buried with Fatebinder in an unknown, unmarked tomb.


Vainglory: This blade is believed to have been held and owned by countless individuals in history. It was first owned by Thane the First who had also owned the Dementia, yet he would only own Vainglory for a short time before it would be stolen from the Havenhold Family a year later, Interestingly enough, Thane would be the only wielder of the Vainglory who wasn't a tyrant like Suma the Unburnt, Anthelm of Crowe, Baga the Bloody, Zilvra the Widow and most recently... Liames Kollen, a Man who fancies himself to be a Pirate King.

Dementia

Weapon (Longsword), legendary (requires attunement)


The blade known as Dementia is often a jagged looking sword made of a material similar to reflective glass, yet it was as durable as any well crafted iron blade. The sword's hilt is made from a dark brown woodlike material that is somehow always warm to the touch.

  • Dementia is a sentient, true neutral weapon with an Intelligence of 16, a Wisdom and Charisma of 14. she has hearing and darkvision out to 60 feet, and she knows Elven and Common as well as Deep Speech. She understands any languages that her wielder speaks and can communicate telepathically.

  • Aris is Curious and Friendly, however, she is prone to making vague predictions of the future, often times it comes true and sometimes it doesn't mean anything. Aris is obsessed with gaining knowledge and always seeks to expand on what she and her wielder knows.

Dormant

  • Dementia has bonus to attack and damage of +1.

  • The wielder has advantage on Intelligence (Arcana) checks if they are wielding the sword.

  • The Blade has charges equal to her Intelligence Modifier, and regains all spent charges at dawn, these charges can be used to deal 1d6 psychic damage per charge expended.

Awakened

  • Increase the bonus to attack rolls to a +2.

  • Dementia's Intelligence Increases by +2.

  • Once per day, you can automatically succeed on an Intelligence Ability Check.

  • You may cast Counterspell through Dementia. Whenever a creature within 5 feet (or longer if Dementia is in a form of a weapon with Reach) of you casts a spell, you can use your reaction expend 3 or more charges and attack the creature. If the attack hits, you automatically end the effects of the triggering spell if the spell's level is equal to or less than the charges you used. If the spell's level is higher than the charges you expended, make an Intelligence check using Dementia's ability score or yours, whichever is higher. The DC is 10 + the spell's level. On a success, the spell fails.

Exalted

  • Increase the bonus to attack rolls to a +3.

  • Dementia's Intelligence Increases by +2.

  • Dementia can now absorbs a part of any spell directed at her wielder, gaining charges equal to half the spell's level, You are still subject to whatever effects the spell would normally inflict on you. Any charges exceeding the maximum disappears on the next Short or Long Rest.

Art by Mingzhu Yang https://www.artstation.com/ming

Fatebinder

Weapon (Shortsword), legendary


Fatebinder prefers the form of an extremely light and beautiful black blade that light seems incapable of touching, leaving not even a glimmer or shine to it. The blade's hilt is made of a silver-bone material, on it are carved figures in combat that are seemingly moving in rapid motion.

  • Fatebinder is a sentient, lawful neutral weapon with an Intelligence, Wisdom and Charisma of 14. She has hearing and blindsight out to 30 feet, and she knows both Common and Undercommon, Elven as well as Celestial. She understands any languages that her wielder speaks and can communicate telepathically.

  • Atien is Brooding and Reserved, though in the matters involving her Mistress- The Grave Queen, she becomes extremely passionate even overzealous and expects her wielder to be just as loyal to the Grave Queen, unlike her sisters Atien cannot be attuned as only she or the Grave Queen can decide her wielder.

Dormant

  • Fatebinder has a bonus to attack and damage of +1

  • Her wielder's gain her keen sight, gaining an advantage on Wisdom (Perception) checks as long as they wield her.

  • The Blade grants the wielder a burst of speed once per combat, three times per day, empowering them with Haste which lasts for 1d4+1 rounds, once spell ends, the wielder can't move or take actions until the end of its next turn.

Awakened

  • Increase the bonus to attack rolls to a +2

  • Fatebinder's ability scores increases by +2 and any Perception checks now uses Fatebinder's Wisdom Score or Wielders (whichever is higher).

  • The effects of Haste now lasts for 1d4+2 rounds.

  • Once per day, Fatebinder can create three vaguely humanoid figures that act as body shields for her Wielder each with an armor class of 10 + her wielder's dexterity score, these figures are similar to Mirror Image that any successful hit immediately destroys these figures. Unlike Mirror Image, however, these figures are not illusions.

Exalted

  • Increase the bonus to attack rolls to a +3

  • Fatebinder's ability scores increases by +2

Art by Ae-Rie
https://www.deviantart.com/ae-rie

  • The effects of Haste now lasts for 1d4+4 rounds, the wielder has an option of extending the Haste for another round to a maximum of 3 times, escaping the effects of lethargy, however once it ends they suffer a level of exhaustion.

  • Once per day, instead of creating three figures, Fatebinder can decide instead to create a Simulacrum formed out of the wind, it has half the wielder's hitpoints and can look like anyone Fatebinder wishes but it only last for a day, Fatebinder has full control of this Simulacrum and can willfully disregard any commands made by Fatebinder's wielder. The Simulcrum also has a 30% chance of being automatically dispelled by the Grave Queen after 6 hours, the chance increases by 10 for every hour she isn't dispelled, however, once per day, Fatebinder has a 20% chance of recreating a Simulcrum once it's dispelled.

Art by Kyung Han Kim https://www.artstation.com/artwork/4QrLn

Vainglory

Weapon (Rapier), legendary (requires attunement)


As her wielders are often duelists, Vainglory takes the form of a thin blade with an iron-like rapier. the hilt made out of an unknown shining black material.

  • Vainglory is a sentient, chaotic neutral weapon with an Intelligence and Wisdom of 14 and a Charisma of 16. she has hearing and darkvision out to 120 feet, and she knows Elven and Common as well as Thieves Cant. She understands any languages that her wielder speaks and can communicate telepathically to anyone within 30 feet of her.
  • Artas is Arrogant and Hot-tempered, she speaks down to her wielder and those who can hear her voice which is described as silky smooth. Artas expects her wielder to maintain her. Beyond that, what she desires and wants changes on a day to day basis. However, she hates weakness and is fiercely independent reacting badly to anyone attempting to subjugate her or her wielder.

Dormant

  • Vainglory has bonus to attack and damage of +1.

  • The wielder has advantage on Charisma (Persuasion) checks if they are wielding the sword.

  • The Blade has charges equal to her Charisma Modifier, and regains all spent charges at dawn, these charges can be used to deal 1d6 force damage per charge expended.

Awakened

  • Increase the bonus to attack rolls to a +2.

  • Vainglory's Charisma Increases by +2.

  • Once per day, you can automatically succeed on an Charisma Ability Check.

  • You may cast Suggestion through Vainglory, who can aid or simply empower her wielder. You must use an action and expend 2 charges to cast this spell. The DC to resist this spell uses Vainglory's or her wielder's Charisma, whichever is higher. The duration of the spell is only one hour.

Exalted

  • Increase the bonus to attack rolls to a +3.

  • Vainglory's Charisma Increases by +2.

  • Once per day, Vainglory can make a target of her choice experience extreme pain through the power of her words. The effect is similar to Power Word: Pain, The DC to resist this spell uses Vainglory's or her wielder's Charisma, whichever is higher.

Weapons of Old

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Credits
  • Inspiration: The Tale of the Three Brothers, The Bladebound Magus Archetype, Craven Edge and the Vestiges of Divergence/Arms of The Betrayers
  • Made using GM Binder
  • Concept/Design by TeeEight
  • Balancing by: Discord of Many Things
  • Formatting Fixes by: Rachayz
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