Hell's Warden
Dagger, Legendary (Requires Attunement)
"I am not sure what I should be more surprised by: that Agroth would have parted with that blade or that you of all beings were the one to end up with it." - A Fiendish Patron
The unusual shape of this weapon does not detract from its utility. The only component not made entirely of steel or cold iron is a golden ring located just below the hilt bearing numerous infernal inscriptions. A clear indication of the true owner of this weapon lies plainly in the mark of a fiendish patron engraved into the center of the blade. Grooves in the handle and blade work as channels for the chains that move impossibly through this weapon. When readied for combat, the blade and chains glow red hot, with the mark of the patron glowing a bright white at its core.
Weapon Attributes. This weapon is considered a +1 magical dagger (1d4+1/P); however, it is too heavy to be thrown as a weapon. You are proficient with this weapon as long as you are attuned to it regardless of its form. This weapon deals an additional 1d4 fire damage when a melee attack made with it hits. The blade and chains are forged from cold iron, and as such may grant additional benefits against fey creatures.
Sourceless Chain. Hell's Warden can produce an impossible amount of chain for its size, suggesting it is either magically produced or magically stored. The chains are effectively indestructible, but should a creature choose to attack them they have an AC of 20 (cold iron). The chains that come from Hell’s Warden are magical, but still physical. The blade of this weapon is slotted into the guard and can be removed if so desired. The blade can be detached from the guard and become only held to it by chains as an action. The chains along with the blade can be physically moved and spooled out from the sword guard for up to 60 ft of chain. As a bonus action, you can force the chains to pull themselves and the blade back with great force.
Contractual Benefits. This weapon grants additional benefits when wielded by a warlock given power by the same fiendish patron whose mark lies in the center of the blade. As the bond between the patron and the warlock strengthens, so does the connection between the weapon and the warlock. All of the listed effects beyond those previously stated require this bond.
Soulbound Partners. Your pact of the chain familiar permanently gains a +1 increase to its AC regardless of its form so long as you hold the blade. Additionally, you may cast the find familiar spell (including as a ritual) without expending any material components.
Warden's Binds. Once per day as an action while the blade is drawn and your familiar is within 30 ft of you with a clear straight line path between you and it, you may unleash the chains from the blade and bind your familiar to the blade as well as yourself. This ability recharges at the dawn of each day. The following effects are granted for up to 1 minute as long as the chains bind you to your pact of the chain familiar:
- Both you and your familiar gain 1d8 temporary hit points.
- You may choose to see through your eyes or your familiar’s freely without expending your action to do so.
- As part of your action of binding your familiar you may choose to cast Enlarge on it through Hell’s Warden without having to concentrate on this effect. You cannot use the reduce functionality of the spell in this way.
- For as long as you use Warden’s Binds, the blade itself is no longer usable and binds the hand that holds it, leaving you with one free hand. This does NOT prevent you from casting or performing the somatic component of spells.
- You may release and retract the chains as a bonus action, at which point all of the effects immediately cease (including temporary hit points should they remain).
The chains seem to support themselves and feel weightless when deployed with this ability, but otherwise weigh and act similar to mundane chains. Once the chains connect to your familiar they may bend around objects in any way that typical chains would, but their total length may not extend beyond 60 ft and after this point neither you nor your familiar can move in such a way that extends the chains further. If for any reason the chains become detached from either you or your familiar while Warden’s Binds is active, all effects instantly cease. This includes your familiar being killed, you being killed or incapacitated, or the blade being somehow removed from your possession. If Warden’s Binds ends in any way other than using your bonus action to retract the chains, they must still be retracted as a bonus action for the weapon to be used. Otherwise, the chains fall limp where they were.
Binding Pact. Hell’s Warden, although not sentient, appears to have a mind of its own. The blade is cursed and unwilling to leave your possession. Once it is removed it will bind itself from a chain to its wielder, making it nearly impossible to put down. It may be attached to a user’s belt or suspended from their back rather than always being held, but will refuse to be put away in a bag or sheath. When separated from its wielder it will do everything within its capabilities to return.
Additionally, for as long as you are attuned to Hell’s Warden you are all too aware that there are 4 pieces to the blade itself and it will forever remain far inferior if these pieces are not located, recovered, and assembled. You have both the desire to keep the blade for yourself and the desire to reclaim its scattered blade segments. This desire does not necessarily consume your thoughts entirely and you may pursue things other than its completion, but the desire is present at all times even if only subconscious.
Credits
The concept and all artwork featured here (being the one concept illustration) was made by me, Ternity or u/TernityIV. This item is designed for and uses content from Dungeons and Dragons 5th Edition.
Full image linked here