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Tuesday Magic Item – Showman’s Blade

5 February, 2019

That sword

“It is good to have some time to enjoy a carnival,” said Voddick enjoying a mug of spiced ale.

“But we should keep our wits about us,” said Gollaon eating some honeyed almonds.

“Truth.  Some here are looking for entertainment of a more violent fashion.” Voddick nodded to a group of swaggering toughs.

“We had best keep an eye on them so they do not spoil the festival for the rest,” said Gollaon with a sigh.

Showman’s Blade

These weapons, almost always swords, have elaborately decorated hilts and are often decorated with runes or designs on the blade that flare with magical power when it is used.  Unlike many swords with overly elaborate hilts, the blades are well made and suiting to combat not just show.

These are +1 weapons that provide an extra +2 competence bonus when attempting any flashy combat maneuver.  Additionally, it provide a +3 enhancement bonus to Intimidation checks when brandished, increased to +6 if the check is made after successfully performing a flashy maneuver.

When the wielder successfully intimidates one or more people, they gain temporary hit points equal to the number of people so intimidated to a maximum of twice their Charisma bonus (minimum 2) that last for five minutes and stack with further uses of the power, up to the same maximum.

If someone who is intimidated by the wielder keeps fighting against them, the wielder may make a finishing move against them on a successful attack gaining a damage bonus equal to their Charisma bonus in D4s (minimum +1d4) of the same damage type as the sword but losing 4 points of armor class until their next round.  If they drop their opponent with this finishing move, they may immediately make an Intimidation check as a free action.

The wielder will becoming increasingly overconfident of their fighting skills and will find excuses to fight those who can be properly overawed by their skills, spurning the use of other weapons to demonstrate their prowess.

Aura strong necrourgy; CL 11th
Slot none; Price 13,000 + weapon cost; Weight by weapon
Construction Requirements
Craft Magic Arms and Armor, bestow curse, eagle’s splendor, fear, vampiric touch; Cost 6,500 + cost of the weapon

For D&D 5E:

Weapon (sword), rare (requires attunment)

First and last paragraph as above.

These are weapons that provide a bonus of +1 to attack and damage when wielded adnd provide an extra +2 bonus when attempting any flashy combat maneuver.  Additionally, it provide a advantage on Charisma (Intimidation) rolls when brandished, with a bonus of +1d4 if the roll is made after successfully performing a flashy maneuver.

When the wielder successfully intimidates one or more people, they gain temporary hit points equal to the number of people so intimidated to a maximum of twice their Charisma bonus (minimum 2) that last for five minutes and stack with further uses of the power, up to the same maximum.

If someone who is intimidated by the wielder keeps fighting against them, the wielder may make a finishing move against them on a successful attack gaining a damage bonus equal to their Charisma bonus in D4s (minimum +1d4) of the same damage type as the sword but advantage on all attacks against the wielder until their next round.  If they drop their opponent with this finishing move, they may immediately make an Charisma (Intimidation) roll as a reaction action.

Notes: This is the sort of cursed item I like, something that encourages its user to more and more dangerous behaviors, playing on their own desires to lead the wielder to their eventual destruction.  It is also slightly inspired by the Rakdos Guild of Ravnica and their love of crazy and bloody performance art.

Photo “Out-of-hand” by Indigo Shoes is licensed under CC by-nc-sa 2.0.

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