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Jo'Catian Denier

Weapon - uncommon - requires attunement

This magic weapon comes from a clan of sentient wurms that debilitate their foes with strange magic. This sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with the sword, you can expend 1 of its charges as part of the attack to force that creature to make a DC 13 saving throw of your choice. On a failed save, a creature is subjected to an effect based on the kind of saving throw it made:

- Strength. The creature gains a –2 penalty to attack rolls until the end of its next turn.

- Dexterity. The creature's movement speed is halved until the end of its next turn.

- Constitution. If the creature is Large or smaller, it loses its balance and is pushed 15 feet away from you.

- Intelligence. The creature has disadvantage on the next spell attack it makes within 1 minute.

- Wisdom. The creature becomes slightly sluggish and can't take reactions until the end of its next turn.

- Charisma. The creature has disadvantage on attacks against creatures other than you until the end of its next turn.

Wiggling Charges. While you're attuned to this weapon as well as the Jo'Catian rebuker, you can use charges from either item to fuel this weapon's properties.

The blade cut deeper than he expected. It hurt, but there was a strange magic surrounding it. Suddenly, his legs gave out. He fell to the ground, knocking his head against the boulders and looked up at the strange adversary. Its limbs were humanoid, but its head was something strange and alien. A wurm? Or was this a trick of the light? From the silhouette above him, the last thing the man heard was, "You're welcome."