Dungeon Master's Guide 5e

(Joyce) #1

SwoRD OF KAs
Wondrous item, artifact (requires attunement)
When Vecna grew in power, he appointed an evil and
ruthless lieutenant, Kas the Bloody Handed, to act as
his bodyguard and right hand. This despicable villain
served as advisor, warlord, and assassin. His successes
earned him Vecna's admiration and a reward: a sword
with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich but
as Kas's power grew, so did his hubris. His sw;rd
urged him to supplant Vecna,.so that they could rule
the lich's empire in Vecna's stead. 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. The world was made brighter thereby.
The Sword of Kas is a magic, sentient longsword that
grants a +3 bonus to attack and damage rolls made with
it. It scores a critical hit on a roll of 19 or 20, and deals
an extra 2d10 slashing damage to undead.
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. On a successful save, the
wielder take 3d6 psychic damage. 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. The spell effect ends when the sword's
demand is met.
Random Properties. The Sword of Kas has the
following random properties:
1 minor beneficial property



  • 1 major beneficial property
    1 minor detrimental property

  • 1 major detrimental property


Wt>.ND OF 0RCUS

CHAPTER 7 I TREASURE


Spirit ofKas. While the sword is on your person, you
add a dlO to your initiative at the start of every combat.
In addition, when you use an action to attack with the
sword, you can transfer some or all of its attack bonus r
your Armor Class instead. The adjusted bonuses remai-
in effect until the start of your next turn.
Spells. While the sword is on your person, you can
use an action to cast one of the following spells (save
18) from it: call lightning, divine word, or finger of dead:
Once you use the sword to cast a spell, you can't cast
that spell again from it until the next dawn.
Sentience. The Sword of Kas is a sentient chaotic e\
weapon with an Intelligence of 15 , a Wisdom of 13 , and
a Charisma of 16. It has hearing and darkvision out to 2
range of 120 feet.
The weapon communicates telepathically with its
wielder and can speak, read, and understand Common
Personality. The sword's purpose is to bring ruin to
Vecna. Killing Vecna's worshipers, destroying the licb·s
works, and foiling his machinations all help to fulfill
this goal.
The Sword of Kas also seeks to destroy anyone
corrupted by the Eye and Hand of Vecna. The sword's
obsession with those artifacts eventually becomes a
fixation for its wielder.
Destroying 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. The creature must cast the wish spe
and make a Charisma check contested by the Charis.
check of the sword. The sword must be within 30 feer
of the creature, or the spell fails. If the sword wins the
contest, nothing happens, and the wish spell is wasteC.
If the sword loses the contest, it is destroyed.









SwoRD O F Kt>.s •





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