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ARTIFACT - THE BLADE OF BINN ORAN

Updated: Jul 22, 2019


The Blade of Binn òran is a long broad bladed, slightly curved dagger of the finest steel, forged by a master weaponsmith of ancient origin.  The hilt grip is beautifully made and has an exquisite  gold pommel.  The forged steel blade is single edged for slashing and has arcane flowing runes running the length of the blade.  The runes glow blue when a power of the blade is activated and when the blade is swung - giving the slashing blade a streak of blue as it swings.  As the blade grows in power more runes will activate. Whichever instrument the blade is morphed into will also have this series of runes engraved on it and it will behave the same way.


*Note - it is important to know what mode the item is in to determine which powers can be accessed. Ie. You can't charm someone with the item in blade form, you can't misty step in instrument form, etc. In most cases when using unique spell like powers in blade form, the weapon is sliced through the air creating a brief shimmering tear in the air which the user steps through. In instrument mode, in most cases you will need to play the instrument at least once to activate, pluck a note here an there for some, and to play continuously for other powers. The specifics will be outlined for each power*


**Note - The user uses their best spell DC for item powers. Those who do not cast spells can use their highest mental stat bonus (Int, Wis, Cha) for this purpose.



 

LEVEL 1:

JUMP I - JUMP -

MODE: Weapon

USES: Once per short rest

Casting Time: 1 action

Range: self

Duration: 1 minute


Slashing the air in an arc around himself the user's jump distance is tripled until the spell ends.


At 5th level: The wielder gains 1 more use of this ability per short rest.


BLADE MORPH -

MODE: Weapon

USES: Once per short rest

Casting Time: 1 action

Range: self

Duration: Instant


Can change from the Blade of Binn òran to any hand held musical instrument or back with an action. 1 whole turn to morph.


MUSICAL INSTRUMENT PROFICIENCY -

MODE: Instrument

USES: Active when instrument is held and used. Uses no action.


The wielder automatically is considered proficient in the use of whatever instrument the Blade is morphed into. This holds true only for this specific instrument and does not give the user proficiency will other instruments.


At 4th Level - Gain the Ghost Player Ability:

MODE: Instrument

USES: At will

Casting Time: 1 action

Range: 30 ft.

Duration: Until cancelled


A Ghost Player can be commanded to play the musical instrument for the user for an indefinite period of time, one hour at a time. The user must stay within 30' of the instrument for this to function. The Ghost Player only knows tunes that the user does and cannot create it's own music. The ghost player can thereby sustain a magical function of the item for the user so that he may do other things.


Once per Long Rest for up to an hour the Ghost Player can be commanded to follow the user, thereby allowing the user to move and have the ghost player follow him. This could be useful for sustaining one of the artifact spell powers leaving other options open to the user.

 

LEVEL 2:

ENCHANTMENT I - CHARM PERSON -

MODE: Instrument

USES: At will

Casting Time: 1 Action

Range: 30 feet

Duration: 1 hour


At will, while playing the instrument, you may attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is Charmed by you until the spell ends or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you only if it succeeds in a second WIS save.


At Higher Levels: When you cast this spell at 6th level you can have one additional creature charmed at the same time. At 10th, it would be up to 3 creatures. 4 at 14th, etc.


MOBILE FEAT -

MODE: Weapon

USES: Active when blade is held and ready. Uses no action.


You are exceptionally speedy and agile. You gain the following benefits:


• Your speed increases by 10 feet.

• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.

 

LEVEL 3:

WEAPON BONUSES -

MODE: Weapon

USES: Active when blade is held and ready. Uses no action.


The weapon is a +1 weapon. This increases to a +2 weapon at 7th level and finally a +3 weapon at 11th level.


At 5th Level: The Blade is charged with eldritch energy and discharges 1d4 additional force damage upon a hit.

 

LEVEL 4:

JUMP II - MISTY STEP -

MODE: Weapon

USES: Once per short rest

Casting Time: 1 bonus action

Range: Self

Duration: Instant


Slashing through the air, the user is briefly surrounded by iridescent blue mist, you Teleport up to 30 feet to an unoccupied space that you can see.


At 9th level: The wielder gains 1 more use of this ability per short rest.


AURA OF COMFORT -

MODE: Instrument

USES: Continual while in instrument mode.


The aura insulates the recipient from the effects of non-magical heat and cold in a range of -20 F. to 140 F. Any time the user encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the spell acts as a shield against rain, snow, and hail, which are blocked by the aura.


If a recipient encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a recipient who encounters a temperature of 150 will actually experience a temperature of 80°F.


All physical objects other than rain, snow, and hail can pass through the aura. The recipient can cast spells normally while the aura of comfort is in effect. The spell offers no protection against magically generated weather, such as that caused by Weather Summoning and Ice Storm. It does not protect against fire, nor does it shield against fire- or cold-based attacks.


At 9th level:

MODE: Instrument

USES: Once per day (Recharges at dawn)

Casting Time: 1 Action

Range: 30 ft.

Duration: Concentration, For as long as the instrument is played.


Once per day the Aura of Comfort can be expanded to have an area of effect of 30' radius. This power may only be used once per day, but it's duration lasts as long as the instrument is played or a 24 hour period transpires and the next days use must be used. This is an excellent use of the Ghost Player function. The music played need only be loud enough to hear for those in the area and close proximity.

 

LEVEL 5:

ADDITIONAL ATTACK -

MODE: Weapon

USES: Active when sword is used in an attack action.


The wielder gains an extra attack as a fighter class. If the user already has this ability, it does not stack.


ILLUSION I - INVISIBILITY -

MODE: Instrument

USES: At will. Must play instrument.

2nd level illusion

Casting Time: 1 action

Range: Touch

Duration: Concentration, For as long as the instrument is played.

While playing the instrument, the user cane become invisible. Ghostly notes seem to lightly dance in the air coming from everywhere and nowhere. To concentrate on this spell the user need only pluck a few notes here and there to maintain it. The sound is only readily heard by those in close proximity to the effect.


The user becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.


At Higher Levels: When you cast this spell at 8th level or higher, you can target one additional creature. Each successive 3 levels grants 1 more creature this ability. 2 at 11th, 3 at 14th, etc.


At 8th Level:

MODE: Instrument

USES: Once per day (Recharges as Dawn)

Casting Time: 1 action

Range: Self

Area of Effect: 10 ft. radius

Duration: Concentration, Up to 10 minutes.


Once per day the wielder of the blade may expand this power to an area of effect of 10 feet radius and grant this invisibility to those comrades who remain within the area of effect.

 

LEVEL 6:

LUCKY FEAT -

MODE: Both weapon and instrument

USES: Available to use when item is on person.


You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

 

LEVEL 7:

FLASHING BLADE -

MODE: Weapon

USES: Instead of usual melee weapon attack in attack action.


Instead of a normal melee attack, any or all of your attacks can be a ranged attack. But rather than throwing the Blade, an blue-white energy blade can shoot forth to strike the target. These energy attacks use standard ranges for thrown daggers and do force damage (20/60).

 

LEVEL 8:

SUGGESTION -

MODE: Instrument

USES: Once per day (Recharges at dawn.)

Casting Time: 1 action

Range: 30 feet

Duration: Concentration, Up to 8 hours


You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be Charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.


The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.


You can also specify Conditions that will trigger a Special activity during the Duration. For example, you might suggest that a Knight give her Warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.


If you or any of your companions damage the target, the spell ends.



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