Sword of Greed

Legendary Weapon (Scimitar), Finesse, Light, Requires Attunement

  • You gain a +2 bonus to attack and damage rolls made with this magical weapon
  • Sword of Greed can deal extra 2d6 Bludgeoning, Fire, Cold, or Lightning damage based on your choice when you make an attack with the weapon. 

Essence of Al-Hariq. Sword of Greed contains the sentient essence of Al-Hariq, a famous efreeti bandit. It is a self-made prison constructed by Al-Hariq himself as it allows him to amplify and better manifest his powers, but at the risk of being enslaved by others. If a large ruby in the sword’s hilt is removed, Al-Hariq becomes able to speak and manifest a visage of himself within 15 feet of the item. 

If no creature is attuned to the item, Al-Hariq is able to reconstruct his physical body (using the Al-Hariq, Flame of the Desert statblock) within 5 feet of the blade and immediately be able to use all of its power without requiring attunement.) If Al-Hariq is reduced to 0 Hit Points, his body disintegrates and his essence returns to the sword, the body can reconstruct itself again after 24 hours.

Genie Gems. The Sword of Greed is embedded with numerous gems that contain the essence of enslaved elementals and genies. The sword currently has 12 gems, but it could have up to 18. Each of these gems is connected to one of four elements and gives the sword one charge of that element. 

Each charge is associated with a type of damage (Air-Lightning, Earth-Acid,Fire-Fire, Water-Cold. The item currently has 3 charges of each element. 

The charges can be expended to create one of the following effects:  

  • Elemental Slash. When you hit with an attack made with Sword of Greed, you can expend up to 3 charges to deal extra 1d6 corresponding elemental damage for each.
  • Elemental Resistance (Action). You expend up to 4 charges and gain resistance to the corresponding damage type for 1 minute for each.
  • Air Force (Action). You expend 3-5 Air charges and cast the Fly spell using the item. The level of the spell is equal to the amount of charges spent.
  • Earth Protection (Bonus Action). You expend 1-5 Earth charges and gain an amount of temporary hit points for 1 minute equal to 10x the amount of charges spent. 
  • Ball of Fire (Action). You expend 3-5 Fire charges and cast the Fireball (DC 16) spell using the item. The level of the spell is equal to the amount of charges spent.
  • Crushing Tide (Action). You can expend 1-5 Water Charges. All creatures within 5 feet of you must make a DC 16 Strength saving throw, taking 1d6 bludgeoning damage, being pushed 5 feet away and knocked prone on a failure, or taking half as much damage and not being pushed or knocked prone on a success.
    • Each extra charge (above 1) increases the range of the spell and the pushed distance by 5 feet, and the damage by 1d6 bludgeoning damage.
  • Inferno Vortex. During your turn, you can expend up to 2 Air charges and  2 Fire charges.
    Until the end of your turn, each time you make an attack with the Sword of Greed, all creatures within 5 feet of you must make a DC 16 Dexterity saving throw, taking 4d6 fire damage on a failure, or half as much on a success. 
  • Ice Armor (Bonus Action). You expend 1-3 Earth charges and the same amount of Water charges. Until the end of your next turn, you gain the effects of the Armor of Agathys spell cast at level equal to the total number of charges spent. 
  • Hailstorm (Action). You expend 2 Air charges and 2 Water Charges and create a Hailstorm with a 30 ft. radius, centered on a point of your choice within 60 feet of you.
    The area becomes difficult terrain, all creatures that start their turn in the area, enter it for the first time during their turn, must make a DC 16 Dexterity saving throw, being knocked prone on a failure.
    All creatures ending their turn in the area take 4d6 Bludgeoning damage plus 4d6 Cold damage

Fiery Prison (Action). You expend 2 Earth charges and 2 Fire Charges to try and encase creatures in molten rock. Up to two creatures of your choice within 60 feet of you must make a DC 16 Strength saving throw, taking 4d6 fire damage and becoming restrained on a failure, or half the amount of damage and not being restrained on a success. A restrained creature or a creature within reach can use their action to repeat the saving throw, ending the restrained condition. A creature within reach can use their action to remove the restrained condition as well, but they take 4d6 fire damage if they do.
Creatures restrained by this ability take 4d6 fire damage at the end of each of their turns.

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