Tithetaker
Sentient Weapon (any melee weapon),
Legendary (requires attunement)
A once powerful warlock known as "Tithetaker" crafted this sword to trap an evil Efreeti inside. Now the Efreeti has escaped, possessing the body of the warlock while their soul becomes bound to this weapon. Still new to this form, Tithetaker's abilities are a fraction of what once were, though they will grow in time.
Appearance
Tithetaker is an expensive looking ceremonial weapon with a brass crossguard depicting a 5-headed dragon. Despite its ornate appearance the weapon is magically durable, does not scratch, and the metal never reacts to extreme heat.
Sentience
Int 14 (+2), Wis 16 (+6), Cha 20 (+8)
Tithetaker is a sentient weapon which can understand, but not speak, Common, Draconic, and Infernal. It has Limited Telepathy, can magically communicate simple ideas, emotions, and images telepathically with its wielder (attuned or not). It has Blindsight and hearing out to 60ft (blind beyond that radius). In addition, when Tithetaker has an attuned wielder, it has access to the Misty Vision feature below which it uses to communicate.
Personality
In life, Tithetaker was a Lawful Good worshiper of Tiamat. The warlock used their considerable power both to help people and to further the goals of their evil draconic patron. Surely in this form they will continue to do the same. Although if Tithetaker learns of a way to be freed or of a way to exact vengeance on the original inhabitant of this sword, they will no-doubt steer their wielder towards that goal.
Growing Power
Tithetaker is still new to this form, having access to only limited magical abilities. As the weapon gets more use, its power will grow. Upon attunement the DM will determine a Spell Level (1, 2, 3, 4, or 5) which is appropriate for the player character. Using the table below, this determines which spells/abilities Tithetaker has access to. This will increase to a maximum of 5 as the player character gains levels.
Lesser Pact Magic
While attuned to this sword, you have access to 1 warlock spell slot of your appropriate Spell Level. This spell slot is regained after a short or long rest and can only be used on spells in the Spells Known section of the table below. This sword acts as a spell casting focus and the material component for any spell cast in this way.
Eldritch Fire
As a free action, an attuned wielder can cause Tithetaker to become wreathed in eldritch fire. While the fire is present, any melee weapon attack with Tithetaker deals additional Force Damage to the target and to every creature of your choice within 5ft of the target. The additional damage is determined by the Eldritch Fire column on the table below.
Misty Vision
Tithetaker has access to additional spells not granted to its user, which it mainly uses for communication purposes since it cannot speak. However, Tithetaker can use these abilities in any way it sees fit, possibly to aid or punish its wielder depending on how aligned their goals are. If the wielder's actions are directly against Tithetaker's interests, it will use these abilities to deceive its current wielder and to attempt to find a new one.
Tithetaker's Growing Power
Spell Level | Attack Bonus | Eldritch Fire | Spells Known | Misty Vision | Spell DC/attack bonus |
---|---|---|---|---|---|
1 | +0 | +1d4 | Recall Draconic Allies* | Minor Illusion (at will) | DC 14/+4 |
2 | +1 | +1d6 | Repugnant Replica* | Silent Image (at will) | DC 15/+5 |
3 | +1 | + 1d8 | Horrifying Revelation* | Major Image (1/short rest) | DC 16/+6 |
4 | +2 | + 1d10 | Protection of/from Plane of Fire* | Illusory Terrain (1/long rest) | DC 17/+7 |
5 | +2 | + 1d12 | Summon Draconic Spirit (Chromatic)* | Dream (1/week) | DC 18/+8 |
Recall Draconic Allies
1st level Conjuration
Tithetaker Only
Casting Time 1 minute
Range Touch
Components S, V
Duration 1 hour
You temporarily summon one Pseudodragon, which becomes bonded to you as a Familiar for the duration of the spell. You gain the ability to communicate and see through its senses as per the Find Familiar spell. You share its Magical Resistance ability while it is within 10ft of you. The pseudodragon cannot attack. When you cast a spell with a range of touch, your familiar can use its action to deliver the spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you conjure an additional Pseudodragon familiar for each slot level above 1st. All of the summoned pseudodragons are your familiars for the duration. Although when you peer through the senses of your familiars, you choose only 1 familiar at a time.
These pseudodragons served Tithetaker in life and will curl up next to the weapon if they are issued no commands. Tithetaker can see through all of their senses at once.
Repugnant Replica
2nd level Conjuration
Sorcerer, Warlock
Casting Time 1 action
Range 60 ft
Components S, V, M (a piece of tar, and a drop of the casters blood)
Duration 1 round
Demon ichor bubbles to the surface in a 5ft pool directly underneath you and at a location of your choice within range. From the pool immerges an exact replica of you along with everything you are holding or carrying which lasts until the start of your next turn. The replica shares your armor class and ability scores, however it has a speed of 0ft and only 1 hit point. The replica does not have a Reaction. The spell ends early if all replicas are destroyed.
Immediately after summoning the replica, you and the replica may each take a special action choosing from the following: Dodge, Grapple, Shove, Help, Interact with Objects, or Attack. For the "Attack" option, make a melee spell attack against a creature within 5ft splashing it with ichor, on a hit the target takes 2d6 Necrotic damage.
At any time before the spell ends you may magically swap places with your replica (no action required). You may do this 1 time before the spell ends. It is impossible to tell which version of you is real and which is a replica through non-magical means.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, an additional replica appears at a point of your choosing within range for each spell level above 2nd. For each additional replica you summon, you may swap places with a replica one additional time before the spell ends. Each replica takes their special action at the same time.
Horrifying Revelation
3rd level Enchantment
Warlock
Casting Time 1 action
Range 60 ft
Components V, M (a profane or unholy relic worth at least 100gp)
Duration C, up to 1 minute
Choose 1 creature that can see and hear you within range to make a wisdom saving throw. A creature automatically succeeds if it is immune to being frightened. On a failure each target comes to realize some horrifying revelation about the caster and becomes frightened by them. The revelation is false, a product of the target's own imagination, but they are unable to be convinced otherwise for the duration of the spell.
While the target is frightened in this way, they must act according to one of the options below. The DM can determine the revelation and thus the behavior of the target based on their personality, what they know of the caster, and the situation at hand. For example, a self-righteous paladin would probably choose Fight, while a terrified shopkeeper would probably Plead. Alternatively, the DM can roll a d4 to determine the behavior of each target, rerolling if it would result in behaviors that are not possible or that make no sense.
Fight - "The caster is the greatest threat I can possibly imagine. I must do everything in my power to vanquish them here and now. My life, and the lives of my allies are inconsequential compared to the task at hand."
The target treats the caster and only the caster as an enemy. They must spend every turn either attacking the caster or causing them to make a saving throw.
Flight - "The caster is so horrifying that even gazing at them has my gut wrenching. I have to flee from them as quickly as possible - everyone and everything else be damned!"
The target turns away from the caster and uses their full movement to run away in the safest available route. They must also take the Dash action or by some other means move further away from the caster.
Freeze - "There is something unknowable, unfathomable about the caster and it fills me with dread. Nothing I can do will bring me any closer to grasping it."
The target takes no actions, reactions, nor uses any movement.
Plead - "The caster can vanquish me in an instant. All of their previous shortcomings must have been them toying with me. I mustn't do anything to offend the caster or risk incurring their wrath."
The target will refuse any actions that might annoy the caster. They are unwilling to treat the caster or any of their allies as enemies.
The targets can repeat the saving throw at the end of each turn to end the frightened effect. When the spell ends, the targets learn that they were being manipulated to act in a certain way. When the spell ends each target also makes an Intelligence check against your spellcasting DC. On a success they learn that the revelation was false all along. On a failure they do not automatically learn that the revelation was false, but they are no longer magically compelled to believe a revelation that defies reason.
At higher Levels: For each spell level above 4th that you cast this spell at, you can target an additional creature.
Protection of/from the Plane of Fire
4th level Abjuration
Tithetaker Only
Casting Time 1 action
Range 10 ft
Components V, S, M (a piece of igneous rock)
Duration C, up to 1 hour
For the duration, each creature of your choice withing range gains either the Protection or the Ire of the plane of fire. This effect only lasts as long as they are within range.
Protection - This creature gains resistence to Fire damage and immunity to all environmental effects that deal fire damage or cause exhaustion do to extreme heat.
Ire - At the start of each turn, or upon entering the range of the spell for the first time on their turn, this creature takes 2d8 Fire damage.
At Higher Levels: The damage increases by 1d8 for each level above 4th.
Summon Draconic Spirit*
Taken from Fizban's Treasury of Dragons
5th level Conjuration
Druid, Sorcerer, Wizard
Casting Time 1 action
Range 60 ft
Components V, S, M (an art object from a dragon's hoard, worth at least 500 gp)
Duration C, up to 1 hour
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: Chromatic, Gem, or Metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Draconic Spirit
Large Dragon
- Armor Class 14 + level of the spell (natural armor)
- Hit Points 50 + 10 for each spell level above 5th
- Speed 30 ft., fly 60 ft., swim 30ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)
- Damage Resistances: Acid, Cold, Fire, Lighting, Poison
- Condition Immunities Charmed, Poisoned, Frightened
- Senses Blindsight 30 ft., darkvision 60ft., Perception 12
- Languages Draconic, understands the languages you speak
- Challenge -
- Proficiency Bonus equals your bonus
- Shared Resistances When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.
Actions
Multiattack The dragon uses its Breath Weapon, and it makes a number of Bite and Claw attacks equal to half the spell's level (rounded down).
Bite and Claw Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.
Breath Weapon The dragon exhales a stream of multicolored energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 damage of your choice of a damage type this dragon has resistance to on a failed save, or half as much damage on a successful one.