1. Objects

Eternal Judge

Scimitar (Requires attunement)

Eternal Judge is a legendary scimitar from the first conquest of the God King across the deserts of the Khein Dynasty. It is a relic of immense power, known for its ability to deliver justice with swift and searing strikes. The blade is nearly blinding when struck by sunlight, and it is exceptionally light and agile in the hands of a worthy wielder. Only those strong enough to withstand the blade's searing purpose can bind it to themselves, while evil entities are banished upon attempting to equip it.

It is a priceless artifact, highly sought after by collectors, historians, and warriors of righteousness. Its true market value is incalculable, but if it were ever to be sold, it would likely fetch upwards of 100,000 gold pieces due to its legendary status and unparalleled power.

The Eternal Judge was forged during the first conquest of the God King, intended to be a weapon of divine justice. Its blade has witnessed countless battles and has been wielded by legendary heroes throughout history. The scimitar is said to carry the blessing of the God King himself, making it a beacon of light against darkness and evil. Legends speak of its ability to judge the worthiness of those who seek to wield it, allowing only the pure-hearted to bind with its power.

Attunement:

To attune to the Eternal Judge, when picked up for the first time, the creature must make a DC 17 Constitution saving throw, taking 10d8 radiant damage on a failed save, or half as much damage on a successful one. If the creature survives, the sword is bound to them until death.

Special Abilities:

  • Radiant Strikes: The scimitar deals an additional 2d6 radiant damage on a hit.
  • Swift Strikes: The scimitar grants a +3 bonus to attack and damage rolls made with this magic weapon.
  • Righteous Bond: Once attuned, the wielder gains advantage on saving throws against being charmed or frightened.
  • Searing Purpose: The wielder can sense the presence of evil within 60 feet of them, as per the detect evil and good spell.
  • Divine Light: The Eternal Judge sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
  • Blinding Flash: Once per short rest, the wielder can use an action to swing the blade in a blinding arc. All creatures within a 20-foot radius must succeed on a DC 17 Constitution saving throw or be blinded until the end of their next turn.
  • Judgment of the Worthy: When picked up for the first time, the creature must make a DC 17 Constitution saving throw, taking 10d8 radiant damage on a failed save, or half as much damage on a successful one. Evil creatures automatically fail this saving throw and are banished (as per the banishment spell) if they attempt to wield the blade.
Weapon Type
DamageProperties
Mastery
Weight
Martial Melee Weapon (Scimitar)
1d8 Slashing damage
UnknownUnknown (1d10), Unknown

Unknown

2 lbs