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Sword of kas dmg
Sword of kas dmg





I'm firmly of the belief that sometimes a player will do something so stupid that it WILL take the entire group down - and you have to let them. If he's determined to go ahead, then you're likely going to end up having your players roll up new characters. If the player's character is not chaotic evil it should get a great deal worse.Then do this. As a mere level 6 character he's almost never going to make the DC 34 save to be dominant over the sword, and it will at the very least want a wielder with power to match its own. If he still insists on it, let him have it and then play the sword appropriately. Then tell him that the Sword of Kas is chaotic evil and has a very high Ego score. If the sword loses the contest, it is destroyed.Tell him to read page 271 of the DMG, specifically the Items Against Characters section. If the sword wins the contest, nothing happens, and the Wish spell is wasted. The sword must be within 30 feet of the creature, or the spell fails. The creature must cast the Wish spell and make a Charisma check contested by the Charisma check of the sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined artifacts to unmake the Sword of Kas.

sword of kas dmg

The sword's obsession with those artifacts eventually becomes a fixation for its wielder.ĭestroying the Sword. The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal. The sword's purpose is to bring ruin to Vecna. The weapon communicates telepathically with its wielder and can speak, read, and understand Common It has hearing and darkvision out to 2 range of 120 feet. The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: Call Lightning, Divine Word, or Finger of Death. The adjusted bonuses remain effect until the start of your next turn. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. While the sword is on your person, you add a d10 to your initiative at the start of every combat. The Sword of Kas has the following random properties: The spell effect ends when the sword's demand is met. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands that it be bathed in blood. On a successful save, the wielder take 3d6 psychic damage. If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw.

sword of kas dmg sword of kas dmg

It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.įor a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. This despicable villain served as advisor, warlord, and assassin. When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. Weapon (longsword), artifact (requires attunement)







Sword of kas dmg