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Muramasa
Weapon (longsword), legendary (requires attunement)
Hailed as a great demon blade, Muramasa was created by the legendary swordsmith whose name is where the blade was based upon.
You gain a +3 bonus to Attack and Damage Rolls made with this weapon. In addition, when you make an attack with Muramasa, the roll you need to score a critical hit increases by 3. For example, from 19-20 to 16-20.
Curse. The blade is constantly thirsting for blood and must be sated. While unsheathed, if the creature wielding Muramasa ends its turn without making an attack with the weapon, the creature takes 1d10 necrotic damage. The creature attuned to the blade cannot easily part with it and will never allow it to be away from their person. Any attempt to unattune from the item forces the creature to make a DC 17 Wisdom saving throw. On a failed saving throw, the creature suffers 6d10 necrotic damage and you fail to unattune to the item. On a successful one, the creature manages to separate itself from the sword.
Any necrotic damage dealt by the sword ignore resistances and treats immunities as resistances.
Clarity within the Bloody Storm. While in combat every turn you don't attack, you take damage according to Muramasa's curse. Every time you take damage or get healed from by Muramasa's features, you accumulate a curse charge, up to a max of 10. You lose all accumulated curse charge once you sheath Muramasa.
When you have a curse charge, you can expend it in many ways.
- Living Blood (1 or more Curse Charges). As an action, you spend 1 or more Curse Charge and regain 1d8 hit points for each Curse Charge Spent. This does not generate Curse Charge.
- Dying Blood (1 or more Curse Charges). As part of any attack, you spend 1 Curse Charge and empower Muramasa with willpower. Your melee weapon attack deals an additional 1d8 Necrotic damage. You can use this many times along with multiple attacks.
- Coagulated Blood (3 Curse Charge). As an action, you spend 3 Curse Charge and form a thick viscous armor made of blood around you. Roll 6d8 and gain temporary hit points equal to it that lasts for 1 minute.
- Vengeful Blood (3 Curse Charge). As an action, you spend 3 Curse Charge and empower Muramasa with self consuming hatred. Muramasa deals an additional 2d8 Necrotic damage which lasts for 1 minute. For the duration, you take 2d8 Necrotic damage every time you damage a creature. The damage taken from this property can generate Curse Charges.
- Purified Blood (5 Curse Charge). As an action, you can spend 5 Curse Charge and cast the spell greater restoration on yourself. This spell cannot overcome the curse of Muramasa.
- Cursed Blood (5 Curse Charge). As an action, you can spend 5 Curse Charge and infuse Muramasa with your own curse. The next time you hit a creature, it is affected by the spell flesh to stone (save DC 17).
- Immortal Blood (10 Curse Charge). As a reaction, you can spend 10 Cursed Charge and reduce once source of damage to 0.
- Godslaying Blood (10 Curse Charge). As an action, you can spend 10 Cursed Charge and allow Muramasa to slay anything with your blood as a catalyst. On your next turn, your first melee weapon attack deals an additional 20d8 necrotic damage but you take an equal amount of damage. You cannot heal from your critical attacks with this property. This property is treated as a melee weapon attack and can crit but it cannot heal you with any class feature, racial feature, item property or boon.
Selfish Strength. When your attack is a critical hit, you heal for half the damage dealt. You cannot be healed by being damaged by Muramasa. You cannot be healed by any outside sources such as healing spells and potions but you can still heal yourself using any of your features, a long rest, a short rest or attuned items.