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Tuesday Magic Item – Spiritdrinker

11 October, 2022

Choose your weaponGollaon slowly sipped at a glass of wine as they watched the swordsman practice.

Voddick joined his friend and took a drink of ale.  “That is a uniquely decorated sword he has,” he said.  “But did it not have a different pattern when we were here last month?”

“I was just pondering the same thing,” Gollaon took another sip.

Spiritdrinker

It is thought (perhaps hoped) that there is only one of these blades, its maker is thought to have been the God of Smiths at the request of Lady-Lord of Mischief.  The weapon is quite plain at first, though it is perfectly balanced and whoever picks it up finds it fits their hand perfectly.  As it is used, it shapes itself to its wielder and, perhaps, the reverse is true as well.

Spiritdrinker is a ghost touch weapon, which is useful enough, but when it strikes the fatal blow (or one that disperses an unbound) it steals a piece of that being’s spirit.

Each time it does so:

It gains an additional +1 (up to a maximum of +3).

It gains access to one special attack of the creature which can then be triggered by the wielder on a critical hit.  The DM should choose one such attack reshaping it to a melee effect if necessary.  After using the attack, the wielder must make a Will save (DC 14 + the half the creature’s CR, rounded up) or briefly, 1d6 minutes per point the save was failed by, to adopt the mien of the creature and the urge to act on the former being’s desires.

It can only hold one special attack at a time and the weapon subtly shifts to show what is held within.  A serpent might cause a scale pattern while a phoenix might have a feathered flame pattern and even glow.

Even if left unused, the spirit fragment may subtly influence the wielder, especially if it has a great deal of time to touch the wielder’s spirit.

Aura faint necrourgy*; CL 17th Weight by weapon
Yes, by power it should detect higher, by the Lady-Lord did not want to give the game away.

For D&D 5E:

Magic weapon, legendary (requires attunement)

First paragraph as above.

Spiritdrinker is a ghost touch weapon, which is useful enough, but when it strikes the fatal blow (or one that disperses an unbound) it steals a piece of that being’s spirit.

Each time it does so:

It gains an additional +1 to hit and damage rolls (up to a maximum of +3).

It gains access to one special attack of the creature which can then be triggered by the wielder on a critical hit.  The DM should choose one such attack reshaping it to a melee effect if necessary.  After using the attack, the wielder must make a Charisma saving throw (DC 10 + the half the creature’s CR, rounded up) or briefly, 1d6 minutes per point the saving throw was failed by, to adopt the mien of the creature and the urge to act on the former being’s desires.

It can only hold one special attack at a time and the weapon subtly shifts to show what is held within.  A serpent might cause a scale pattern while a phoenix might have a feathered flame pattern and even glow.

Even if left unused, the spirit fragment may subtly influence the wielder, especially if it has a great deal of time to touch the wielder’s spirit.

Notes: The effects of a failed save should be negotiated between the player and DM.  The DM should equally ensure that the special attack is tempting for the player character to use, after all, you want them to be making (and hopefully failing) the saving throw as that will lead to interesting roleplaying and situations.

Also, thought I would try my hand at a soul-eating sort of weapon, it is a classic of the genre after all.

Image Piekenier en officier from the Rijksmuseum and is in the Public Domain.

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