Part of the challenge of running a
table top role-playing game is coming up with ideas that make the
campaign memorable. One way that seems to work for my group is
through quirky rewards. I can't remember when I first saw the item
I'm going to be talking about today, but it left an impression on me
and I hope that others can find it. I am also going to go over a few
different variations of a soul bounded sword. It will be aimed at 5th
edition D&D but should be easy to convert to other systems. The
general ideas are easy to apply to other weapons as well. As always,
feel free to change the DCs.
General Idea
The basic idea
behind this weapon is a very simple one and can be seen throughout
D&D history with monsters like the lich and the death knight.
Through magic, a character's soul is connected to the weapon and as a
result there are certain bonuses they receive. This kind of weapon is
typically given to non-player characters but with care can also be
given players as well.
The Soul Bounded Sword
“The weapon,
seemingly of good quality and make, chips easily with every swing you
make. To make matters worse, you feel pain flare with ever chip as
scratches appear on your body.”
Every time a
character attacks with this sword and deals damage, the bound
character loses the same amount of hit points (if they attack a
creature with 2 hit points left and roll 6 damage, the bound
character takes 2 necrotic damage). Casting remove curse on the sword
frees the character and also removes the curse on the item, making it
a non-cursed magic item. Casting remove curse just on the bound
character severs the link with the weapon but the item remains
cursed. Destroying the weapon kills the character bound to it. If the
character bound to the sword is killed, the next character to touch
the sword is bound (there are ways around this, such as tongs or
magic gloves). While not bound to a soul, it has no bonuses.
Note: As
written above, if a player wrestles away the soul bounded sword from
a character and proceeds to attack the bound character with their
soul bounded sword, they will do double damage. They can also wrestle
it away and destroy it, thereby killing the character bound to the
sword.
Addition 1: You
can allow the bound character to sense where the item is and if it
has been moved. This way, they at least have some benefit from the
curse.
Addition 2:
You can allow the bound character to call the weapon to themselves by
using their bonus action or their one interaction with the
environment as part of an action as decided by the character.
Addition 3: Through
the connection, the sword can subtly influence the character's
actions. Roll a Wisdom saving throw when the bound character is
attempting to draw a weapon (DC 15) and the soul bounded soul is
within reach. Upon failure the character, unconsciously and without
noticing, grabs the cursed weapon. (The saving throw can be changed
to charisma to be more like resisting the charm spell or the player
can choose between the two).
Addition 4: Wearing
gloves while touching the sword does not cause it to be bound to you.
Addition 4:
The curse is quite powerful. Roll an Intelligence (Arcana) check (DC
20) when an identify spell is cast on the weapon. On a success, the
curse is identified.
Alternate 1: If
more incentive to use the cursed weapon is desired, change the damage
that the bound character receives from the sword to 1/2 that they
dealt.
Alternate 2: In
the hands of the character that is bound to the sword, it functions
like a normal sword. However, it becomes weakened when separated from
its owner and at that point begins to chip.
Alternate 3:
Roll a Wisdom saving throw (DC 15) when a character first touches a
bounded soul sword that is currently bound to no soul. On a success,
they start to feel something is wrong and can choose to drop the
sword. Afterwards, the sword tries to bind itself to the character
holding it. The character cannot mistake the sword's attempts to bind
them now (describing the swords attempts and attack should be left to
the Dungeon Master and vary case by case). Roll a Charisma saving
throw (this is meant to be like a charm spell) (DC 15) on a success,
they resisted it long enough to try to drop it. If they do not drop
it, they have to make the saving throw again at the start of every
round or after every 5 seconds.
The above options
can all be combined and used together in order to create many
different kinds of items based on the same concept. An addition is
something brand new where an alternate will change something
originally written.
In the World
To provide
incentive for players to buy these weapons, the sword can be made 1/2
the price of a sword with the same bonus. It should also cost 1/2 the
cost to make compared to the item with the same bonus, if you can
bound the characters soul during the construction process (this is
easy to do if they are willingly part of the process because they
think they are getting a magic weapon or when they actually want the
item as is). In the magic black market, such cursed items could be
regularly pushed on unsuspecting customers at full price. If this is
part of your desired world, addition 4 should probably be used.
Whether the weapon
should cost the same to make compared to the item with the same stats
should be decided on a game by game basis (this is when the original
bound soul is not part of the process). In general, if it costs
Also of note, this
kind of weapon can actually be desirable with alternate 1, alternate
2, addition 1, addition 2 and if offered for half price. They do come
with the drawback when separated from their owner.
This kind of sword
can be used as the first step of creating a lich or death knight, if
so desired. The next step could be a series of rituals that prevent
the character from aging when bound to the sword and the last could
be the rituals that allow a character to gain their undead powers.