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## The Many Blades of Kyrin: 17 Magic Weapon Homebrews Inspired By Ron Broyde's Swordtember Artwork \pagebreak
### The Searing Blade *Weapon(Greatsword), legendary(requires attunement by a creature with a strength score of 15 or higher), artifact*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A blacksmith attempted to forge a blade greater than any god could create, and for his arrogance it was cursed so he could never complete it. The Searing Blade, an unstable sword of unrelenting magma, deals additional fire damage equal to 1d10 + your Strength modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Magma Strike.** If an attack with this weapon scores a critical hit, the sword deals an additional 1d10 fire damage. The victim must make a DC (10 + the wielder's strength modifier) dexterity saving throw. On a failure, the victim will be dealt an additional 1d10 fire damage for 1d4+1 rounds as the blade's boiling magma sticks to their body. On a successful save, nothing else happens. ___ **Unstable Powerhouse.** After a critical hit, this weapon loses 1d4 charges, out of 1d8+2 charges assigned to the weapon by the DM. If it runs out of charges, the blade explodes, replicating the effects of *Fireball* as if it were casted on the sword. After the explosion, the sword is reduced to its hilt and rendered unusable. It must be reforged by dipping the business end of the hilt into a pool of lava. Once reforged, the blade is returned to its original state, regaining 10 charges.
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### The Sculpted Frost *Weapon(melee), legendary(requires attunement by a creature with a constitution score of 15 or higher)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A handle embedded with the teeth of an ancient white dragon. Ice forms around the teeth constantly, allowing the wielder to carve the blade into whatever shape they desire. The Sculpted Frost, not unlike a blizzard on a handle, deals additional cold damage equal to 1d6 + your strength or dexterity modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Deep Freeze.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10 + the wielder's strength or dexterity modifier) constitution saving throw. On a failed save, the victim is petrified into ice. They remain petrified in this way until 1 day passes, or they take fire damage equal to a quarter of their max HP. On a successful save, they take an additional 1d8 cold damage. ___ **Reshape Weapon.** Any creature attuned can use an action to shape the weapon into a different simple or martial melee weapon. Doing this expends (1 + the amount of properties of the to-be-carved weapon) charges, out of the 1d12+3 charges assigned to it by the DM. When it runs out of charges, the blade shatters, leaving its hilt and the teeth tied to it. Using it in this state deals 1d4 nonmagical piercing damage. The attuned creature must spend 1d4+2 days waiting for the blade to properly reform into a shape of their choosing.
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### Blood Bite *Weapon(longsword), legendary(requires attunement by a creature with a wisdom score of 15 or higher)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A sword forged from the hardened blood of an eldritch being. Should it make skin contact, it's said to melt both flesh and mind. Blood Bite deals an additional 1d6 in poison damage, and an additional 1d8 in psychic damage. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Mind Break.** If an attack with this weapon scores a critical hit, the victim must make a DC(10 + the wielder's strength modifier) wisdom saving throw. On a failed save, they take 2d8 psychic damage and are stunned for one round. On a successful save, they take 1d6 poison damage. The DC of the save is 12 + the wielder's strength modifier if they use 2 hands to attack. ___ **Eldritch Trickery.** Blood Bite contains 5 uses of *Major Image*, as if it were cast with a 6th level spell slot. The spellcasting modifier for this spell is Wisdom. The spell requires no material components to cast. If the attuned creature already has the ability to cast at least one spell, you can use their spellcasting modifier instead. If the illusion is seen through, the wielder takes 1d8 psychic damage. Every night at dusk, Blood Bite regains 1d4+1 uses of the spell.
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### Twin Javelin *Weapon(javelin/shortsword), legendary(requires attunement by a creature with proficiency in martial weapons)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A weapon created by a master swordsmith for a famous adventurer with an affinity for alternating between two handing and dual wielding. The adventurer's valiant spirit lives on in the weapon itself, and it will always return to its wielder's hand. Twin Javelin deals 2d6 piercing damage in both forms, and all damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Split/Rejoin.** Twin Javelin is built to split into two smaller blades. As a bonus action, the wielder can split the javelin into two shortswords. These shortswords can be thrown, and have a throwing range of 30/120. If one of the two shortswords is given by the wielder to another person, and not taken by force, the new wielder has access to the "A Loyal Weapon" feature. Both shortswords cannot be given to other people, as one must always stay under the control of the attuned creature. ___ **A Warrior's Might.** If an attack with this weapon scores a critical hit, the victim of the attack has to make a DC(10 + the wielder's dexterity modifier) strength saving throw. If they fail the save, they are knocked back 20 feet and knocked prone, and Twin Javelin returns to its wielder's hands. On a successful save, they take an extra 1d4 piercing damage. ___ **A Loyal Weapon.** Twin Javelin, in either javelin or shortsword form, will always find a way to return to its wielder's hand. As an action, the attuned creature can call their weapon back to their hand. Twin Javelin teleports to the wielder's hand when the command is made. This feature can be used 8 times a day, and it fully recharges at dawn. The callback has a range of 750 feet, and if it is called outside of this radius, the wielder takes 1d4 psychic damage and the weapon is not returned.
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### Star Mass *Weapon(longsword), legendary(requires attunement by a creature with a strength score of 15 or higher), artifact*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A sword that channels the energy of a sun into its blade. Each swing carries the mass of a dying star. As a result, Star Mass also has the Heavy attribute. Based on how many hands with which the user swings the weapon, Star Mass deals additional radiant damage equal to 1d10/1d12 + the wielder's strength modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Sunrise Cleave.** If an attack with this weapon scores a critical hit, it deals an additional 1d8 radiant damage, and the victim has to make a DC(10 + the attuned creature's strength modifier) constitution saving throw. If they fail the save, they are blinded for 1d4+2 rounds. Each round, at the end of their turn, they can make an additional constitution save to see if they recover from the blindness. On a successful save, nothing happens. ___ **Daylight's Blessing.** Star Mass has 5 charges of *Light*, 3 charges of *Branding Smite*, and 1 charge of *Daylight*. Every day at noon, 1d8+2 charges are returned to the sword. The attuned creature can choose where to assign these returned charges at their own discretion.
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### Last Moon *Weapon(greatsword), legendary(requires attunement by a creature with a wisdom score of 15 or higher), artifact*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A calamity frozen in time by a celestial being, turning the despair of onlookers into a weapon of malice. The sword, an eternal reminder of an apocalypse, deals additional necrotic damage equal to 1d10 + your strength modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Memento Mori.** If an attack with this weapon scores a critical hit, it deals an additional 1d8 necrotic damage, and the victim must make a DC(10 + the attuned creature's wisdom modifier) wisdom saving throw. If they fail the save, the victim is frightened of the wielder for 1d4+2 rounds, and they take an additional 1d8 psychic damage. On a successful save, nothing happens. ___ **Calamitous Callback.** Last Moon has one charge allowing it to summon a minor version of the apocalyptic event that forged it. The attuned creature can plunge the sword into the earth and call forth a burning strike of calamity and fear. Every creature in a 60ft radius around the wielder's location has to make a DC(10 + the attuned creature's wisdom modifier) Dexterity saving throw. On a failed save, they take 8d6 necrotic or psychic damage, based on the wielder's choosing when the feature is used. On a successful save, they take half damage. The attuned creature has disadvantage on the save. Once the spell ends, Last Moon is reduced to nothing but its handle, and must spend 1d4 weeks before it reforms and can be used again. The charge is regained after 1d4 months.
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### Cartographer *Weapon(rapier), legendary(requires attunement by a creature with a charisma score of 15 or higher), artifact*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*An ancient tool forged at the dawn of time. Tales are told of how explorers of old used it to dot stars in the sky to mark the way for future generations. The rapier deals an additional 1d8 force damage, gracefully delivering the power of the universe unto its foes. This weapon has +3 to attack and damage rolls.* ___ **Precision Starstrikes.** If an attack with this weapon scores a critical hit, it deals an additional 1d10 force damage, and the victim must make a DC(10 + the attuned creature's dexterity modifier) wisdom saving throw. If they fail the save, they are stunned for 1d4 rounds, and the attuned creature can make another attack on the victim. If they score a critical on the next attack made because of this feature, this feature does not repeat itself. On a successful save, nothing happens. ___ **Wayfinder's Best Friend.** Cartographer has 5 charges. You can use each these charges to cast *Locate Object*(one charge used), *Locate Creature*(two charges used), or *Find The Path*(three charges used.) It regains one charge for every hour the wielder spends outside during the night. It regains 2 charges every morning at dawn.
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### Obsidian Shell *Weapon(greatsword), legendary(requires attunement)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A living sword that grants unimaginable strength to its wielder at the price of their life force. Each swing takes a year of your life to sever another. This weapon deals 2d8 slashing damage instead of 2d6, and additional necrotic damage equal to 1d8 + the wielder's strength modifier. Upon being attuned to the weapon, the wielder knows abyssal, and can communicate telepathically with the sword. The sword's alignment is neutral evil. This weapon has +3 to attack and damage rolls.* ___ **Parasitic Power.** Once you are attuned to this cursed sword, you cannot break attunement unless targeted by *Remove Curse* or similar magic. While you are cursed, your max HP is reduced by 1d6 every week. Once the curse is removed or the sword is destroyed, you return back to your maximum HP, as if you were never cursed in the first place. ___ **Hatred Swing.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10 + the wielder's strength modifier) wisdom saving throw. On a failed save, the victim takes an additional 1d8 necrotic damage at the end of their turn for 1d6+2 rounds. Half of all damage dealt in this way, rounded up, is given to the creature in the form of healing. ___ **Aberrant Fusion.** If the attuned creature dies, Obsidian Shell, at its own discretion, can fuse with its wielder's corpse and take over their mind, now the puppeteer of its master's corpse. Obsidian Shell's new form has the ability scores, physical statistics, and languages of the previously attuned creature. Additionally, it retains its neutral evil alignment, and one of its forearms has been assimilated by the sword, having it lose the two-handed property. It is not victim to its own curse, and cannot use Aberrant Fusion with itself, but it still has access to the Hatred Swing feature in this form. If this form drops to zero HP, Obsidian Shell dies, destroying the sword with it. ___ **Optional Rules: Attuned Player Death.** If the attuned creature is a PC when Aberrant Fusion comes into effect, Obsidian Shell's new form in the PC's body is under the control of the character's player, and it is allied with the PC's party.
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### Dragon's Storm *Weapon(longsword), legendary(requires attunement by a creature of draconic descent), artifact*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A holy blade blessed by a storm dragon to give this blade power and speed to match the beast that enchanted it. This weapon has the finesse property. This weapon deals additional lightning damage equal to 1d8/1d10 + their strength or dexterity modifier, depending on whether the wielder strikes with one or two hands and what ability score they use for the attack. Damage dealt with this weapon is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Lightning Strike.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10 + the wielder's strength or dexterity modifier, depending on what ability score they use for the attack) dexterity saving throw. On a failed save, they take 8d6 lightning damage, and are stunned for the next round. On a successful save, they take half of the additional lightning damage and face no other effects. ___ **Thunderous Blink.** Dragon's Storm has 5 charges. The attuned creature can use one of these charges to teleport to an unoccupied space they can see within 60 feet as an action. When they teleport to this location, a mighty bolt of lightning slams into the ground, leaving the attuned creature. All creatures within a 10ft radius must make a DC(10 + the wielder's dexterity modifier) constitution saving throw. On a failed save, the creature is stunned, and they take 4d8 thunder damage and 2d10 lightning damage. On a successful save, the creature is not stunned, and they take half damage. The attuned creature can expend an additional charge to magically suppress the sound of the lightning strike, otherwise the thunder can be heard from up to 150 feet away. One charge is regained for every 5 lightning damage dealt to the sword, which is completely absorbed.
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### Vorpal Thorn *Weapon(longsword), legendary(requires attunement by a creature with a wisdom score of 15 or higher)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A blade created with a mote of pure druidic power embedded in the guard. A sacred weapon to druids, the attuned creature understands Druidic as long as they are attuned to the weapon, and creatures attuned to this weapon has access to the Druidcraft cantrip. Damage dealt with this weapon is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Nature's Wrath.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10 + the wielder's wisdom modifier) dexterity saving throw. On a failure, vines burst from the ground and latch onto the victim, and they are restrained for one round. On a successful save, nothing happens. ___ **Druidic Warfare.** Vorpal Thorn has 10 charges. The attuned creature can use these charges to cast *Entangle*(1 charge), *Faerie Fire*(1 charge), *Enhance Ability*(2 charges), *Moonbeam*(2 charges), *Call Lightning*(3 charges), and *Plant Growth*(3 charges). These spells require no material components to cast, and the spell save DC for these spells is 8 + the attuned creature's wisdom modifier + their proficiency bonus. If the attuned creature can already cast these spells, spells cast with the weapon do not consume spell slots. Two charges are returned to the weapon every night at midnight, and additional charges can be restored by using Druidcraft on the weapon for 10 minutes per charge restored.
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### Ebony Ire *Weapon(greatsword), legendary(requires attunement)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A weapon of unknown origin and purpose. Look at the blade too long and you'll begin to feel a strange desire to obtain it. Ebony Ire deals additional psychic damage equal to 2d6 + the attuned creature's strength modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Playing Hard-to-Get.** This weapon is cursed to draw the eyes of all who behold it. Upon viewing the sword for the first time, a creature must make a DC 17 wisdom saving throw or be compelled to take the sword and wield it, including trying to take the sword from whoever is attuned to it currently. Every time a creature under the sword's call takes damage, they can reroll the wisdom save. Creatures allured to the weapon cannot attune to the weapon. On a success, the creature is no longer allured and is able to attune to the weapon. The currently attuned creature can enable or disable this feature, though the feature is activated if the currently attuned creature breaks attunement or dies. ___ **Attracting Swings.** If an attack with this weapon scores a critical hit, the wielder gains +3 to AC, and all hostile creatures within a 20 foot radius have to make a DC(10 + the wielder's strength modifier) wisdom saving throw. On a failure, they are driven to take the sword from its wielder's hands. As a result, they can only move in the direction of the wielder for one round. They also have disadvantage on attack rolls against the wielder. On a success, nothing happens. All creatures within 5 feet of the attuned creature when the effects of this feature end take 3d10 psychic damage. ___ **Bargaining Chip.** Ebony Ire has 5 charges. A charge can be spent to give the attuned creature advantage on all charisma-based checks and saves for one minute. A single charge is regained every night at midnight.
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### Event Horizon *Weapon(greatsword), legendary(requires attunement by a creature with a constitution score of 15 or higher)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*Having existed since the dawn of time, it is embedded in a black hole in the center of the universe like the sword in the stone. Should it ever be drawn it would mark the end of everything. This sword deals additional force damage equal to 2d6 + the wielder's strength modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Infectious Void.** If an attack with this weapon would have reduced a creature to 0 hit points, the victim is left with 1 HP and has to make a DC(10 + the wielder's strength modifier) constitution saving throw. On a failure, a hungry void is instilled within the victim. Then, after 1d4+2 rounds, this void grows into a black hole and consumes the victim entirely, forcing every creature in a 10ft radius to make a DC 17 dexterity saving throw. On a failure, they are sucked into the black hole and annihilated completely. On a success, they take 3d6 force damage. If the original victim succeeds on the save, nothing happens. ___ **Additional Rule: vs. Players.** If a PC is the victim to Event Horizon's Infectious Void feature, they are reduced to 0 HP and must make death saving throws. If they fail the saves and die, treat their body as if it failed the initial constitution save. The black hole appears after 3 rounds. If the creature is brought back to life in any way within that timeframe, the feature does not take effect. ___ **Gravity Well.** Event Horizon can be used once to cast *Ravenous Void*. The spell, if cast in this way, requires no material components, and its spellcasting modifier is Strength. If the attuned creature has the ability to cast at least one spell, the spellcasting modifier can be their preexisting spellcasting modifier. When this feature is used, Event Horizon's blade disappears and the weapon is rendered unusable for 1d4+2 weeks.
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### Buzzkill *Weapon(greatsword), legendary(requires attunement by a creature with a strength or intelligence score of 15 or higher)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*Years ago, a famous artificer said, "subtlety is overrated". After that, she unleashed this weapon upon a neighboring camp of orcs, and slaughtered them all in a matter of minutes. That artificer, satisfied with her field test, then named the weapon Buzzkill. If the attuned creature used its strength score to attune, this weapon deals bludgeoning damage equal to 2d6 + the attuned creature's strength modifier. If the attuned creature used its intelligence score to attune, they understand its chainsaw-like nature. If they are not already proficient with martial melee weapons, they can add their proficiency bonus to attack rolls made with Buzzkill. Additionally, if they attuned with Intelligence, this weapon deals slashing damage equal to 6d2 + the attuned creature's intelligence modifier. All damage dealt is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Rip And Tear.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10+ the attuned creature's strength/intelligence modifier) dexterity saving throw. On a failed save, the damage die for the critical is quadrupled instead of doubled. On a successful save, the critical works as normal. ___ **You Talkin' To Me?** If the attuned creature attuned using their intelligence score, they can use intelligence as their modifier for intimidation skill checks. If they are not already proficient in the skill, they can add their proficiency bonus to intimidation checks made using this feature as long as they are attuned to the sword.
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### The Sword in the Stone *Weapon(mace), legendary(requires attunement by a creature of good alignment)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*As the name implies, it is the sword of a heroic knight awaiting its next great wielder. It found its wielder, clearly, but uh...something's not right? Well, there's only one way to fix this problem: break the rock. All damage dealt with this weapon, in each of its forms, is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Smashing Smack.** The Sword in the Stone has 1d4 uses upon attunement. If an attack made with this weapon scores a critical hit, it loses one of these uses. When it loses all of its uses, the stone on the end of the sword shatters, and the weapon's true form is revealed. Then, the weapon becomes a longsword that deals additional radiant damage equal to 1d12 + the attuned creature's strength modifier. ___ **Heroic Blessing.** The Sword in the Stone, once its true form is revealed, has 3 charges. As an action, the attuned creature can expend a charge and become a hero of legend for a short time. Upon expending a charge, the attuned creature is under the effects of *Heroism* and *Haste*, active for their full duration with no concentration requirement. Strength is the spellcasting modifier for these spells. If the attuned creature has the ability to cast at least one spell, the spellcasting modifier can be their preexisting spellcasting modifier. Additionally, they have resistance to nonmagical bludgeoning, piercing, and slashing damage for one minute when a charge is used. A charge is regained every start of the week at sunrise.
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### Gargoyle's Cleave *Weapon(shortsword), legendary(requires attunement)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*After losing his previous sword in a battle with a powerful gargoyle, it was only natural for the warrior to turn his slain foe into his new blade. This weapon deals additional slashing damage equal to 1d6 + the wielder's strength or dexterity modifier. All damage dealt with this weapon is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Sword-to-Stone.** If an attack with this weapon scores a critical hit, the victim has to make a DC(10 + the wielder's strength or dexterity modifier) constitution saving throw. On a failed save, the victim is petrified into stone. They remain petrified in this way until the petrified creature dies or another creature is petrified in this way. ___ **Transformation of the Stone Beast.** Gargoyle's Cleave has 3 charges, which allow the attuned creature to transform into a winged beast of stone. The attuned creature can spend one of these charges to gain a flying speed equal to their movement speed, and to cast *Stoneskin* on themselves. The spell requires no concentration, and needs no material components to cast. Additionally, while in this form, the attuned creature can add their proficiency bonus to all intimidation checks. If they are already proficient, they add their proficiency bonus anyways. The effects of this feature last for 3 hours, and can be dismissed voluntarily before the duration ends. Gargoyle's Cleave regains a charge every 1d4 days.
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### Rainbow Connection *Weapon(longsword), legendary(requires attunement)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*This sword appeared after a powerful sorcerer was consumed by a wild magic surge. It carries powerful energies of randomness, and some say the shape of its rainbow blade is always changing. All damage dealt by this weapon is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Chromatic Slashes.** Every time you make an attack with this weapon, roll 1d6. Based on the dice's result, refer to the table for additional 1d8/1d10 damage dealt with this weapon. acid, cold, fire, force, lightning, necrotic, poison, radiant, thunder | d6 | Additional Damage Type | |:---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Lightning | | 5 | Poison | | 6 | Thunder | ___ **Wild Magic Critical.** Immediately after an attack made with this weapon scores a criticial hit, the DM can have the creature roll a d20. On a 1, the attuned creature must roll on the Wild Magic Surge table to generate a random magic effect. All effects are centered on the attuned creature, not the sword.
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### Savage Executioner *Weapon(greatsword), legendary(requires attunement)*
*Credit: Ron Broyde ([Twitter](https://twitter.com/kyrin21?s=20 "title"))*
*A blade said to have once belonged to a mass murderer. The weapon can tear through flesh like no other, but subjects its wielder to its horrid whispers. This weapon deals additional necrotic damage equal to 2d6 + the attuned creature's strength modifier. All damage dealt with this weapon is magical in terms of overcoming resistances. This weapon has +3 to attack and damage rolls.* ___ **Dark Influence.** This weapon is cursed to urge its wielder to kill, kill, and kill some more. When a creature first attunes to this weapon, an immediate change is not noticeable. However, when they roll for initiative, they must succeed on a DC 15 wisdom saving throw, or have their alignment shifted to chaotic evil as murderous influence floods their mind. They can only move or take actions that deal damage to other creatures when in initiative. When initiative ends, the effects of the curse clear and the attuned creature has no memory of the previous combat. The DC of the initial wisdom save increases by 1 for every consecutive success on the save. This curse can be removed with *Remove Curse* or similar magic. ___ **Murderous Critical.** If an attack with this weapon scores a critical hit, the attuned creature can choose for one of the following effects to occur: * **Consumer of Flesh.** The attuned creature gains the damage dealt by the critical hit in temporary HP. * **Boiling Blood.** Savage Executioner deals extra 2d6 fire damage, in addition to all other damage dealt. * **Infectious Intent.** The victim must make a DC(10 + the attuned creature's strength modifier) wisdom saving throw. On a failure, they can only move or take actions that deal damage to allied creatures. On a success, nothing happens.
\pagebreak ## Conclusion Thank you so much to Ron Broyde for allowing me to use his fantastic Swordtember art for these 17 magic weapon homebrews. You can find him and more of his work at [Twitter](https://twitter.com/kyrin21) and [Artstation](https://www.artstation.com/ronbroyde). This has been a very fun project for me to undertake, and I'm eternally grateful I could use such incredible artwork. Have a nice day, whoever scrolled down far enough to see this!