Karakan:
Weapon (longsword), very rare (requires attunement)
While you wield this sword, your attacks with it deal an additional 1d6 necrotic damage. In addition, the weapon ignores resistance to slashing damage.
It also has the following properties while attuned:
Heavy. Small creatures have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Bloodthirsty. When you become attuned to or wield Karakan, you must make a Charisma saving throw against a DC of 12 + the number of days Karakan has gone unfed. If you fail, you become overcome by bloodlust, and must attack the nearest creature each turn. You can end the bloodlust by bathing the blade in blood as an action.
Withering. When you deal damage to a creature with Karakan, that creature's maximum hit points are reduced by an equal amount until that creature finishes a long rest.
Vorpal. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Sentience. Karakan is a sentient neutral evil weapon with an Intelligence of 5, a Wisdom of 7, and a Charisma of 12. It has hearing and darkvision out to 120 feet.
The weapon communicates by transmitting emotion telepathically to the creature carrying or wielding it.
Personality. Karakan has a primal hungering for blood. As long as it is fed at least once a day it will willingly cooperate with the creature that fed it.
Weapon (longsword), very rare (requires attunement)
While you wield this sword, your attacks with it deal an additional 1d6 necrotic damage. In addition, the weapon ignores resistance to slashing damage.
It also has the following properties while attuned:
Heavy. Small creatures have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Bloodthirsty. When you become attuned to or wield Karakan, you must make a Charisma saving throw against a DC of 12 + the number of days Karakan has gone unfed. If you fail, you become overcome by bloodlust, and must attack the nearest creature each turn. You can end the bloodlust by bathing the blade in blood as an action.
Withering. When you deal damage to a creature with Karakan, that creature's maximum hit points are reduced by an equal amount until that creature finishes a long rest.
Vorpal. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Sentience. Karakan is a sentient neutral evil weapon with an Intelligence of 5, a Wisdom of 7, and a Charisma of 12. It has hearing and darkvision out to 120 feet.
The weapon communicates by transmitting emotion telepathically to the creature carrying or wielding it.
Personality. Karakan has a primal hungering for blood. As long as it is fed at least once a day it will willingly cooperate with the creature that fed it.
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