Nezeracs Sin
Wondrous magic item (Sword, Bow, Spear, Shield, Scythe)
A broken beat up and dented sword that looks like it is made of obsidian yet it is completely
weightless.
Passive:
Upgrading; (overall passive) you can spend kill points to upgrade the sword, use its abilities, or
change its forms.
Damage keep: (overall passive) the damage that you are up to is the same for all of your
weapons.
kill count; (overall passive) for each kill or assist you get it gives you one kill point. It can hold as
many kill points as you want.
Well of souls: (overall passive) whenever you have Nezeracs Sin on your person a number will
constantly be floating in your field of vision, that is the number of kills you have.
Summoning: (overall passive) you can will the weapon into existence into your hand whenever
you want. When the weapon is un-summoned it is still technically on your person
Half dead dragon rage: (overall passive) whenever you fall below half health you take half
damage from everything and all of your attacks are treated as critical hits. This effect ends once
you return to above half health.
Sword stats: (1 kill point to switch to other forms after unlocking them)
Damage: 2d4 +str or dex one kill point will upgrade it to 1d6 then two kill points will upgrade it to
2d6 then three kill points will upgrade it to 1d8 then four kill points will upgrade it to 2d8 then five
kill points will upgrade it to 1d10 then six kill points to upgrade it to 2d10 then seven kill points to
upgrade it to 1d12 then eight kill points to 2d12 and then just more d12ves after that.
Never dull: (passive) Nezeracs Sin in sword form is capable of cutting holes in space time,
whenever you roll and 18, 19, or 20 you cut off a limb.
Miasma mist: (passive) when you are struck with this weapon you take an additional 1d6 of
necrotic damage. It scales with the damage. (it goes up 1d6 every time you get to the 2 dice or
an even amount of dice)
Dimension slash: (3 kill points) as a bonus action you make a slash through the air and open a
dimensional rift that allows you to teleport to an unoccupied space that you can see within 60 ft
of you.
Whirlwind slash: (6 kill points) as an action you spin around in a circle damaging everything in a
30 ft sphere centered on you. All creatures in this radius must make a dc 17 dex saving throw or
take the amount of damage you are up to three times over or half as much on a successful one.
Anything that is not a creature gets cut into oblivion.
Sinners blade: (20 kill points) as an action you slash through the air shouting SINNERS BLADE!
Every creature in a 60 ft semi circle centered on you takes your damage die times the amount
of kill points you had before using this ability.
Bow stats: (10 kill points to unlock and 1 to switch forms after unlocking them)
Damage: 2d4 + dex one kill point will upgrade it to 1d6 then two kill points will upgrade it to 2d6
then three kill points will upgrade it to 1d8 then four kill points will upgrade it to 2d8 then five kill
points will upgrade it to 1d10 then six kill points to upgrade it to 2d10 then seven kill points to
upgrade it to 1d12 then eight kill points to 2d12 and then just more d12ves after that.
Aim glide: (passive) you only have half gravity when holding nezeracs sin in bow form.
Elemental arrows: (passive) you can make your next arrow deal any kind of elemental damage
you like.
Ensnaring arrows: (3 kill points) you shoot out an arrow that on contact with the ground creates
a 30 ft sphere and everything in that sphere must make a dc 17 dexterity saving throw or have
their location revealed and be stuck in vines for 1 minute.
Thousand arrow rain: (6 kill points) you fire a volley of a thousand arrows. Every creature within
a 30 ft sphere within range has to make a dexterity saving throw of a dc 17 or take 14d4
damage or half as much on a successful save.
Ion cannon: (20 kill points) you shoot out a charged arrow in a 60 ft line that is 15 ft wide, every
creature in the radius must make a dexterity save of 20 and a con save of 20 or be
disintegrated.
Spear stats: (10 kill points to unlock and 1 to change forms after unlocked)
Damage: 2d4 + dex one kill point will upgrade it to 1d6 then two kill points will upgrade it to 2d6
then three kill points will upgrade it to 1d8 then four kill points will upgrade it to 2d8 then five kill
points will upgrade it to 1d10 then six kill points to upgrade it to 2d10 then seven kill points to
upgrade it to 1d12 then eight kill points to 2d12 and then just more d12ves after that.
Extension: (passive) you have 20 ft of reach with this weapon.
Loyalty 111: (passive) as a bonus action you can make the spear return to your hand.
Extra spears: (3 kill points) you somon 5 spectral spears that last for 1 minute and whenever
you make an attack you attack each of these spectral spears attack alongside you.
Lightning lance: (6 kill points) you call down lightning strikes in a 60 ft cone in front of you every
creature in the cone has to make a dc 17 dexterity save or take 3d6 lightning damage and are
stunned for 1 minute
Celestial spear: (20 kill points) as you throw the spear and additional 10 spectral spears. Every
creature in a 60 ft line that is 15 ft wide must make a dc 17 dexterity and a dc 17 con save or
take damage equal to your currant damage die times 11 every creature that succeeded takes
half damage and takes an additional 3d6 of radiant damage on each player and creatures turn.
Shield stats:(10 kill points to unlock and 1 to swap between after unlocking it)
Damage: 2d4 + dex one kill point will upgrade it to 1d6 then two kill points will upgrade it to 2d6
then three kill points will upgrade it to 1d8 then four kill points will upgrade it to 2d8 then five kill
points will upgrade it to 1d10 then six kill points to upgrade it to 2d10 then seven kill points to
upgrade it to 1d12 then eight kill points to 2d12 and then just more d12ves after that.
Defense: it starts as a +1 to AC and whenever you upgrade the damage it gains an additional
+1 bonus to AC
Aura of armor: (passive) every friendly creature of your choice (including you) in a 30 ft sphere
centered on you gains an additional bonus to their AC equal to your current AC bonus.
Aura of healing: (passive) every friendly creature of your choice (including you) in a 30 ft sphere
centered on you gains temporary hit points equal to your defense bonus at the start of every
single one of your turns.
Aura of damage: (passive) every friendly creature of your choice (including you) in a 30 ft
sphere centered on you gains and additional damage die equal to the damage that you are at.
Armor strip: (3 kill points) every hostile creature you can see has its armor class decreased to
10 and you gain a bonus to your armor class equal to the amount of armor from all creatures
taken away in this way. This effect ends after 1 minute
Reflection: (6 kill points) for the next 3 turns the Nezeracs Sin absorbs all of the damage you
take and every creature automatically targets you. After the 3 turns you unleash all of the
damage absorbed in this way as a wall of force that is a 30 ft cone centered from the front of the
shield. Every creature in that area must make a dc 19 dex saving throw or take force damage
equal to the stored damage or half as much on a successful save.
Shield charge: (20 kill points) for the next three turns your movement speed is tripled and you
don't provoke opportunity attacks. You charge forward and any creature that is 10 ft away from
you on either side takes force damage equal to your damage die and gets knocked prone. Any
creature that you directly run into takes bludgeoning damage equal to double your current
damage die and is flung 30 ft away from you in the direction you were going.
Scythe stats: (10 kill points to unlock and 1 to change forms after unlocked)
Damage: 2d4 + dex one kill point will upgrade it to 1d6 then two kill points will upgrade it to 2d6
then three kill points will upgrade it to 1d8 then four kill points will upgrade it to 2d8 then five kill
points will upgrade it to 1d10 then six kill points to upgrade it to 2d10 then seven kill points to
upgrade it to 1d12 then eight kill points to 2d12 and then just more d12ves after that.
Cursed aura: every enemy within a 30 ft sphere of you has the hex spell cast on them.
Cursing strike: every time a creature is hit by this weapon you roll on the curses table and inflict
the curse that you roll
Cursed enchant: (3 kill points) every creature of your choice within your cursed aura gains the
cursed strike passive for 1 minute.
Area curse: (6 kill points) every creature of your choosing within your cursed aura will get three
random curses from your curse table
Decapitation: (20 kill points) you throw your scythe and every creature of your choosing within
120 ft of you gets decapitated by the scythe
Curses table:
01-10: you are incredibly itchy and you gain disadvantage on all rolls for the next minute.
11-20: paralyzation your movement speed is reduced to zero for 1 minute.
21-30: numbing you get -1 to all bonuses for 1 minute
31-40: all of your stats get -1 for 1 minute
41-50: mega trauma at the start of every one of your turns you take 1d6 psychic damage
51-60: curse of immobility you get a permanent -20 ft to your movement speed and you take
2d6 psychic damage at the start of every single one of your turns
61-70: curse of incompetence all of your bonuses get a -7 to everything and at the start of every
single one of your turns you take 3d6 psychic damage
71-80: curse of depression all of your stats are halved permanently and you take 4d6 psychic
damage at the start of every single one of your turns
81-90: curse of sadness all of your stats and bonuses get a -10 permanently and you take 5d6
psychic damage at the start of every single one of your turns
91-00: curse of MEGA AIDS all of your stats take a permanent -30 and all of your bonus scores
take a permanent -30 and whenever you make a roll roll 5 dice and take the lowest. Whenever
you are to make an action take 10d10 of psychic damage and every minute you also take the
damage.