Shrapp Hamnier
Explorer
I'm trying to balance this a bit, one thing I would like to do is make it not an artifact, but I dont know how to make it less powereful without making it not worth keeping. Any advice on how to tweek or reword it would be great! 
Guiding Blade
Weapon (rapier), Artifact
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike
As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 30 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession
As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt.
Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object.
Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter.
Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
I also kind of wanted to make the souls sentient, giving the souls slightly unique abilities and allow extra role playing options for the wielder. The basic idea for giving the souls added powers is no two people are the same, thus it makes sense that no set of 5 would give exactly the same benefits. It also makes one Guiding Blade different from another (not that one party will encounter more than 2 or 3 unless they are hunting for them), and gives the player some strategic decisions to make about which souls to send out when. Should this be a thing?
Other ideas for specific soul abilities
- bonus damage or other effects when using soul strike
- can recal memories of posessed creatures
- can make objects or creatures levitate or grant other ability
- be used for a unique action such as can fly around a corner and report back what's there
- be used as a free spell slot of a specific spell / set of spells

Guiding Blade
Weapon (rapier), Artifact
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike
As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 30 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession
As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt.
Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object.
Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter.
Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
I also kind of wanted to make the souls sentient, giving the souls slightly unique abilities and allow extra role playing options for the wielder. The basic idea for giving the souls added powers is no two people are the same, thus it makes sense that no set of 5 would give exactly the same benefits. It also makes one Guiding Blade different from another (not that one party will encounter more than 2 or 3 unless they are hunting for them), and gives the player some strategic decisions to make about which souls to send out when. Should this be a thing?
- Example 5 souls within the Guiding Blade: 5 dwarf souls, 2 of which are siblings
- M- Dane Fireheart
- F- Fala Stronghaft
- M- Fane Stronghaft
- M- Azaghan Gemdelver
- M- Bane Steadyaxe
Other ideas for specific soul abilities
- bonus damage or other effects when using soul strike
- can recal memories of posessed creatures
- can make objects or creatures levitate or grant other ability
- be used for a unique action such as can fly around a corner and report back what's there
- be used as a free spell slot of a specific spell / set of spells
Last edited: