Weapon (Rapier), very rare (requires attunement)
Cradled Conviction is a peculiar rapier, said to be forged from materials scavenged from the ruins of Yalniz Fortress. This abandoned prison fortress, located on Maezul Mountain, was once used to incarcerate leaders of a resistance army that nearly overthrew the royal family of the Shaerun Kingdom. Rumor has it that the warden of the fortress struck a contract with a fiend, granting him and his garrison incredible power in exchange for allowing the fiend to take control of the prison. However, the unyielding persistence of the prisoners reportedly led the fiend to break the contract, ultimately resulting in the fortress's downfall. It is believed that the blacksmith who crafted Cradled Conviction was a descendant of one of these prisoners. Using the remnant of the fiendβs infernal power and fragment of emotion lingering within the irons, He is said to have enchanted the weapon with potent magic to honor the sacrifice and conviction of his ancestor.
To attune to this weapon, one must shackle themselves to the sword and roll a d6. The result determines the number of days you are shackled to the weapon. The shackle can't be removed except by a wish spell or dispel magic as if youβre attempting to dispel a 9th level spell.
The Cradled Conviction grants a +1 bonus to attack and damage rolls made with it. It has 5 charges and regains 1d4+1 expended charges daily at dawn.
Prison Sentence. As an action, you can expend 1 charge to conjure a visible and tangible cage on a space you can see within 60 feet. The cage starts as a 5-foot cube, but you can increase its size by 5 feet for each additional charge you spend. Any creature fully inside the space must make a Dexterity saving throw (DC 15). On a failed save, the creature is trapped inside the cage for 1 minute. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the cage until they are no longer inside it. Only breathable air can pass through the cage's wall. No object, creature attack, or other effect can. A creature inside can use its action to make a Strength saving throw (DC 17) to create an opening in the cage, allowing it to escape, but the creature takes 1d8 psychic damage on a failed save. You can use a bonus action to dismiss the cage.
Punishing Presence. You can use your action to force a creature within the cage to make a Wisdom saving throw (DC 15). On a failed save, it takes 2d8 psychic damage and becomes frightened of you until the end of its next turn.
Solitary Confinement. If you die while shackled to the Cradled Conviction, your soul is imprisoned within the sword, and your body remains preserved under the effects of the gentle repose spell. While inside, you retain your senses as well as Intelligence, Wisdom, and Charisma scores and can communicate. You can also use any feature or spell that doesn't require somatic or material components. Once the shackle's duration ends, the soul returns to the original body, and you must succeed on a DC 10 + the number of days you were inside the sword Wisdom saving throw or suffer a random effect from the Indefinite Madness table.
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all the files will be added to a new Swordtember 2023 folder that you can find in the Vault
Sinlaire
2023-09-03 22:16:09 +0000 UTCVanilla Ice
2023-09-03 01:21:33 +0000 UTC