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Hilt of Many Blades

Wonderous Item, Artifact (requires attunement)

     The handle of this sword hilt is more rectangular than cylindrical, though it still has rounded corners. There are six rectangular indentations in the handle. Six gems, imbued with the essences of powerful creatures, exist to fill these indentations. Who crafted the hilt, when it was crafted, or how they acquired the power for each gem is unknown. Attuning to the hilt creates an odd sense of longing in the bearer. Their dreams become filled with visions of the gem locations. As the bearer moves closer to the location of a gem the visions become clearer and more specific for that location. Closing to within ten miles causes the visions to start occurring while the bearer is awake.
     If the Hilt remains un-attuned for seven days the gems vanish. Each gem reappears in a location deemed appropriate by the essence within. These locations must be on the material plane. If a gem is moved (without being united with the hilt) and remains in a location it deems unacceptable for 24 hours it vanishes and selects an appropriate location to reappear. It may or may not choose the same location it was taken from. While not attached to the hilt the gems have no abilities beyond this location selection. Without possessing the hilt a DC 25 Arcana check is required to be aware that the gems are magical; without the hilt the exact nature of the magic is indiscernible. They otherwise appear to be mundane, though extremely high quality, gems.

Activation

     At least one gem is required for the hilt to become usable and each gem confers different effects. While holding the hilt you can use a bonus action to activate a gem. Doing so transforms the hilt into the sword corresponding to that gem. When you activate a gem you choose the sword type (Short, Long, Great) it becomes. The sword types follow the same rules and restrictions listed on the Weapons Table (PHB page 149). Regardless of type, each sword has a broad fuller and gradual taper. Each sword deals slashing damage plus additional damage of the activated gem's type as shown in the table. The swords receive a bonus to attack and damage rolls based on the number of gems currently socketed into the hilt as shown in the table. If the sword is active for one minute without being used to attack a creature it deactivates. If the sword deactivates, for any reason, without having been used to make an attack against a creature the hilt is rendered unusable for one hour.

Awakening

     If a gem is used to damage a creature it becomes awakened for 24 hours, or until another gem is awakened. Each gem has its own personality which attempts to influence you while awakened. These personalities are intelligent enough to communicate with you (telepathically), but they lack full sentience. They have no memory beyond their current awakening, and they lack the capacity for complex thought as they rigidly adhere to their singular personality trait. You cannot willingly activate a gem that is, or has already been, awakened until every currently slotted gem has been awakened.

 

Sword Damage Dice

Sword Type Slashing Damage Gem Damage
Short 1d6 1d6
Long 1d8 1d8
Great 2d6 1d6

Attack and Damage Bonus

# of Gems Bonus
2-3 +1
4-5 +2
6 +3

Onyx - “Phylactery Shattered”


  • Damage Type: Necrotic
  • On Hit: You may choose to deal an additional 2d8 necrotic damage to the target. You take half the additional damage rolled (rounded down). This damage to yourself cannot be reduced in any way. You take damage based on the roll regardless of the target’s resistances or immunities.
  • Appearance: The Onyx sword is made of bone. The fuller of the blade is a pit of pure darkness that consumes the light around it.
  • Personality: Neutral Evil. Sadistic.
Active Effects:

    Fueled by Agony: Activating the Onyx Sword forces you to make a DC 15 Constitution saving throw. On a failure you take 2d8 necrotic damage and the next creature hit with the sword takes that damage as well. This damage to you cannot be reduced in any way. You may choose to fail the save, but you must choose before rolling the damage.
    Darkness Prevails: Non magical light cannot escape the Onyx Sword's grasp. The light level in a 20-foot radius is lowered by one. If there was already no light the darkness is converted to magical darkness (as if cast at using a level 2 spell slot).
    The Shadow Knows: You have Truesight up to 20 feet.

Awakened Effect:

The Onyx enjoys your pain. While your current hit point total is greater than half your hit point maximum, any effect that recovers hit points is halved (rounded up) when used on you. Each time you spend a Hit Die to recover hit points, you can make a DC 16 Wisdom or Charisma saving throw to recover full hit points from the spent Hit Die.

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HILT OF MANY BLADES by OdinTGE

Made with: GM Binder  |  GIMP

P1 Images: smoke it away. by Nokkas  |  Onyx

Thanks To: u/QalarValar for this guide  |  u/AeronDrake for this guide

Sapphire - “Scaled Tempest”


  • Damage Type: Lightning
  • On Hit: Lightning arcs to a second target of your choice within 10 feet dealing 2d4 lightning damage.
  • Appearance: The Sapphire sword is made of silver. The fuller of the blade is a violent endless storm. Lightning periodically travels from the hilt to the tip of the blade.
  • Personality: Chaotic Neutral. Hyper.
Active Effects:

    Lightning Quick: Your walking speed increases by 10 feet, you can dash as a bonus action, you have advantage on Dexterity saving throw, and attacks of opportunity against you have disadvantage.
    Painful Repose: On each of your turns you must either use all of your movement, or use both an action and a bonus action (other than dash). If you fail to do at least one of those things the Sapphire Sword forces you to make a DC 18 Dexterity saving throw that does not benefit from the advantage granted by Lightning Quick. On a failure you take 2d8 lightning damage or half as much on a success.

Awakened Effect:

If you attempt to take a short rest you must succeed on a DC 12 Wisdom or Charisma saving throw. On a failure you are compelled to remain active for an hour and cannot gain the benefits of a short rest. If you attempt to take a long rest you must succeed on a DC 16 Wisdom or Charisma saving throw. On a failure you are compelled to remain active for an hour. You do not gain the benefits of a short rest. At the end of the hour you can attempt the saving throw again.

Diamond - “Valor Tested”


  • Damage Type: Force
  • On Hit: The target and all hostile creatures within 5 feet of the target must make a DC 15 Strength saving throw. On a failure a creature is knocked prone or knocked back 10 feet; you may choose for each target affected.
  • Appearance: The Diamond sword is made of adamantine. The blade pulses rhythmically with magical force.
  • Personality: Neutral. Stoic.
Active Effects:

    Immovable Object: You are surrounded by waves of force, granting you resistance to all damage except psychic. You have advantage on any saving throw that would prevent you from being knocked prone or moved against your will.
    Unstoppable Force: If you are reduced to 0 hit points on your own turn you may complete the turn. If you are reduced to 0 hit points on a turn other than your own you can immediately take an extra turn, interrupting the current turn. If you still have 0 hit points after the turn granted by this feature you fall unconscious as normal. In addition, you have advantage on Constitution saving throws.

Awakened Effect:

The Diamond abhors cowardice. It does not necessarily promote violence but you must succeed on a DC 15 Wisdom or Charisma saving throw to back down from a threat or retreat. In addition, the Diamond can lend you its stern countenance granting you advantage on Intimidation checks.

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HILT OF MANY BLADES by OdinTGE

P2 Images: Realistic Lightning Vector  |  Shockwave
            Electrical Force Field  |  Sapphire  |  Diamond

Aquamarine - “Titanic Defeat”


  • Damage Type: Cold
  • On Hit: Target gains a stack of Chill. An individual target can only receive one stack per turn. Stacks last until the end of your next turn or the target uses its action to succeed on a DC 20 Strength check.

1 Stack: Thick Ice begins to form on the target. It is Grappled.
    2 Stacks: The ice spreads further over the target’s body. It is Restrained.
    3 Stacks: The ice thickens. The target is Stunned.


  • Appearance: The Aquamarine sword is made of steel. The fuller of the blade is a freezing mist that falls from the blade chilling the air around it.
  • Personality: Neutral. Placid.
Active Effects:

    Permafrost: You are resistant to fire damage and immune to cold damage.
    Freezing Mist: The air within 10 feet of you is so cold that ice clings to creatures moving through it. This area is difficult terrain for creatures that are not resistant or immune to cold.
    Path of Frost: If you step onto water it freezes under your feet allowing you to walk on it. The water remains frozen for 10 seconds after you step away leaving a trailing path of passable ice behind you. This ice is not difficult terrain for you. A 5 foot square of ice has an AC of 5 and 30 HP. It is vulnerable to fire and immune to cold. It cannot make saving throws.

Awakened Effect:

The Aquamarine is slow to anger. You always roll initiative with disadvantage. You may not attack, or ready an attack, against a creature that has not attacked you or an ally. When you roll initiative, or as part of your attack action, you may attempt to overcome these effects with a DC 18 Wisdom or Charisma saving throw. If you fail the save when attempting to attack the attack is wasted.

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HILT OF MANY BLADES by OdinTGE

P3 Images: Crystal Cave by Zhu Xiao  |  Aquamarine

Citrine - “Solar Sacrifice”


  • Damage Type: Radiant
  • On Hit: 4d8 additional damage to Aberrations, Fiends, and Undead. You are healed for half the radiant damage dealt. This includes the normal radiant damage dealt by the sword as well as the additional damage to certain creatures. There is no healing effect if the target is a good aligned celestial.
  • Appearance: The Citrine sword is made of platinum. The fuller of the blade glows brightly with radiant light.
  • Personality: Lawful Good. Pious.
Active Effects:

    Illuminate the Truth: The sword emits bright light in a 10-foot radius and dim light for an additional 10 feet. Aberrations, Fiends, and Undead can’t hide in this light. Any such creature illuminated by the Citrine Sword’s light is treated as being viewed with Truesight by any creature that can see the space(s) the target is in.
    Defend Against the Wicked: When an enemy you can see within 30 feet attacks an ally you must use your reaction to punish the enemy. You become a bolt of radiant light and move instantly to an unoccupied space within 5 feet of the enemy and make an attack with the Citrine Sword. This movement does not provoke attacks of opportunity.
    Ally With the Just: You must succeed on a DC 18 Wisdom or Charisma saving throw to attack a good aligned celestial. On a failure the attack is wasted.

Ruby - “Balor’s Demise”


  • Damage Type: Fire
  • On Hit: Ignites the target with magical flame. At the start of each of its turns, until the effect ends, the target takes 2d4 fire damage then makes a DC 17 Constitution saving throw. On a successful save, the effect ends. The ignition effect cannot stack. Mundane methods of putting out fire, such as water or patting it out, do not affect the ruby’s flames. Magical methods, such as a cone of cold, can douse the flames.
  • Appearance: The Ruby sword is made of glossy obsidian. Looking into the fuller of the blade is like looking into the flaming pits of the Abyss. It emits wisps of flame.
  • Personality: Chaotic Evil. Rage.
 
Awakened Effect:

While out of combat if you
attempt to do anything the
Citrine views as dishonorable
or unjust (DM’s discretion) you
must make a DC 15 Wisdom or
Charisma saving throw. On a
success you are unhindered
and the Citrine is quelled
for 1 hour. On a failure
you are Stunned for one
minute. If you are attacked
the stun ends after the effects
of the attack. If your allies enter
combat you roll initiative with
disadvantage and can make the
saving throw at the end of each
of your turns. A success on one of
these subsequent saving throws ends
the stun but does not quell the gem.

Active Effects:

    Blind Rage: You are immune to the frightened and charmed conditions. If an enemy is in sword range you
must take the Attack action and use all of your available attacks. If you cannot reach an enemy using your movement or bonus action you must use your action to dash toward one.
    Unending Fury: If you willingly activate the ruby it
cannot be willingly deactivated while you are in combat.

Awakened Effect:

The ruby demands violence as the only solution to any confrontation. At the DM’s discretion you may be forced to make a DC 14 Wisdom or Charisma saving throw to resist. On a failure the Ruby Sword becomes active and the perceived source of the conflict is deemed an enemy by the ruby. You may attempt the saving throw again at the end of each of your turns and deactivate the sword on a success.
Any success on this saving throw quells the ruby for 1 hour.

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HILT OF MANY BLADES by OdinTGE