1. Objects

Motherblade

Weapon (scimitar), artifact


The Motherblade is a living weapon of ancient primal magic, believed to be the progenitor of all elven blades of power. Its surface resembles polished wood veined with emerald light, and faint vines grow and recede along its length as if breathing. The blade is sentient and embodies the raw forces of life, growth, and renewal.


You gain a +3 bonus to attack and damage rolls made with this magic weapon. On a hit, the blade deals an extra 2d8 radiant or poison damage (your choice on each hit).


While attuned to the Motherblade, you age at one-tenth the normal rate and cannot be magically aged, and you are immune to both disease and poison. Additionally, when you start your turn with less than your maximum hit points but at least 1, you regain an amount of hit points equal to your proficiency bonus.


You and friendly creatures within 30 feet of you gain:

  • Advantage on saving throws against disease, poison, and necrotic effects
  • Resistance to necrotic damage
  • Plants within the aura grow rapidly and harmlessly reshape the terrain.
Verdant Strike

When you hit a creature with the Motherblade, you can force it to make a Strength saving throw (DC 17). On a failure, spectral vines erupt and restrain the target until the end of your next turn. You can use this property at will, but only once per turn. A creature that fails its saving throw can try again at the end of its next turn.

Call of the Wild

As an action, you can cast conjure animals at 9th level without expending charges. The creatures summoned appear as primal, glowing versions of beasts. Once used, this property cannot be used again until the next dawn.

Life From Death

When you kill a creature with this blade that is not a plant or beast, you can grant a number of temporary hit points to yourself or an ally within 30 feet equal to half the damage dealt to the creature killed.

Spellcasting

You can cast the following spells without expending any spell slots, with a saving throw DC 17:

Sentience

The Motherblade is a sentient neutral good weapon with an Intelligence of 18, Wisdom of 20, and Charisma of 22. It has hearing and normal vision out to 120 feet. The blade communicates telepathically with its wielder and can speak, read, and understand Common, Elvish, and Sylvan.


Personality. The Motherblade is nurturing but uncompromising. It values life above all else and will push its wielder toward protecting nature, preserving balance, and opposing unnatural death.

Will of the Motherblade. If the wielder willingly destroys plant life on a large scale, acts with cruelty toward nature, or embraces undeath, the blade may attempt to assert control (DC 18 Charisma saving throw). On a failure, the wielder is compelled to act in defense of life and nature.

Scimitar

Melee weapon (martial, scimitar)


Damage: 1d6

Damage Type: Slashing

Weight: 2
Properties: Finesse, Light


Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.