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View Full Version : an artifact, The whip of the nine hells,



Sariel Vailo
2017-03-26, 07:05 PM
Never before had the rulers of the nine hells felt it necasarry to work together but as evils grip on the realm weakend they agreed something must be done.in the end this foul whip was made it seeks to end lives,corrupt the just. and if they cant be corurupted killed instead. this whip is an unusual whip it starts as a wicked looking whip it deals necrotic damage. as it kills one hundred humanoids or one humanoid of a good alignment it gets an additional whip attachment. the number of whips total is nine. the number of humanoids needed for each inceases by 100 or one if its a good aligned humanoid. thus 9 good humanoids 900 dead humanoids. the player and dm should keep track it has a grapple atack dealing its damge as each subsequent whip headdamage so i believe 9d4 plus these are the damage types fire,necrotic,cold,acid,thunder,slashing bludegoning psychic. i need one more but i digress. the more whips the more it whispers into a good aligned wielders head to do dark deeds. the more the wielder resists the more unwilling the whip to listen until the final straw the whip will attempt to seize control. and have its wielder kill itself.usually via hanging itself from a nearby tree with the whip.

roll on the artifact table for buffs and detrimental as apropriate towards stage of whip eveolution start with a single detrimental effect. go with a more demonic thematic effect if you dont wish to roll.
it can only be banished by a planittar or deity of sufficent enough power. but will return in d10x200 years in the hand of a strong enough demon or mortal truly evil enough.

Sariel Vailo
2017-07-10, 08:01 PM
Its also a plus three whip.

thoroughlyS
2017-07-11, 05:30 AM
In the first place, this thread would probably be better received in the Homebrew forum. Secondly, the weapon you have described doesn't really fit the style that other magic items in D&D have. Below is a different weapon that still has the same theme.

Weapon (whip), artifact (requires attunement)

Asmodeus, Lord of the Ninth, rules with an iron fist over all who inhabit the grim hellscape of Baator. His position affords him many subjects and many enemies – in truth, the two camps may as well be one in the same. Once, in time unrecorded, a secret cabal of pit fiends conspired to forge a weapon that would allow them to conquer their overseer.

Each conspirator paid fealty to a separate archdevil, and grew weary of the millennia they had spent in servitude. By overthrowing the Archduke of Nessus, each sought to seize the throne for themselves. Each took a turn spiriting away to a layer of Baator, and working to infuse the very essence of the plane into a foul scourge – Bezekira.

Just as the final conspirator began the dark ritual, she was ambushed by the God-Fiend’s agents. Realizing her fate, the pit fiend tore open a portal to the astral sea, and flung the weapon into the unknown. In her final moments, she slew herself rather than facing the Pact Maker’s wrath. The other conspirators were captured by Asmodeus, and still suffer to this day. But unbeknownst to any – even the Master of Witches – the final conspirator was able to bind her own essence within Bezekira, and escape the clutches of demise.

The handle of this wicked looking whip is forged from Baatorian green steel, which is entwined within a thong braided together from the chains of a kyton, and topped with the tail of an osyluth. When it strikes a creature, it cracks nine times in quick succession (Wisdom (perception) DC 20 to hear). Eons adrift in the astral sea have robbed the whip of much of its magic, but not its malice.

The Cat o’ Nine Hells is a magic, sentient whip that grants a +3 bonus to attack and damage rolls made with it. The whip also functions as an amulet of proof against detection and location and a dagger of venom. The whip has 8 charges and regains 1d6 + 2 expended charges daily at dawn, if it has devoured the soul of one good-aligned creature within the past 24 hours.

Random Properties. The whip has the following randomly determined properties:
• 2 minor beneficial properties
• 1 major detrimental property

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the whip slays the creature and devours its soul, unless it is a construct or an undead.

Kyton’s Lash. While holding the Cat o’ Nine Hells, you can use a bonus action to expend 1 of its charges to make an attack with it.

Infernal Essence. When you first attune to the Cat o’ Nine Hells, roll 1d10 to determine which layer of Baator you can channel. You have access to the property associated with that layer. After 9 days, you can reroll.



d10
Layer


1
Avernus


2
Dis


3
Minauros


4
Phlegethos


5
Stygia


6
Malbolge


7
Maladomini


8
Cania


9
Nessus


10
Roll twice, rerolling any additional 10s.




Sentience. The Cat o’ Nine Hells is a sentient lawful evil whip with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and truesight out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Infernal.

Personality. The pit fiend within the Cat o’ Nine Hells hates that she is trapped within a prison of her own design. She takes solace in the fact that Asmodeus presumes she is dead, and plots regain her original form so she may lay siege to his throne.

She harbors a deep-seated resentment for the rest of her kind, and will aid any wielder in dealings with the infernal, simply to spite her kin. This includes combat, but also extends to dealings made with devils. She seeks information on how to become whole again, as well as the locations of portals to Avernus so that she may return home once she completes her former task.

Destroying the Whip. If the whip is brought to the layer of hell which it is attuned to, it immediately unfurls – releasing the pit fiend within and restoring her to her former glory. The magic binding the whip together can also be undone if it is submerged in holy water for 99 years.

Avernus. You are immune to fire damage. While holding Bezekira, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 21) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Dis. You have advantage on Charisma ability checks. While holding Bezekira, you can use an action to expend 5 charges to cast the dominate monster or maze spell (save DC 21) from it.

Minauros. You are immune to acid damage. When you hit with an attack made with Bezekira, you can expend 1 of its charges to grapple the target (escape DC 21). Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Phlegethos. You are immune to fire damage. While holding Bezekira, you can use an action to expend 2 or more of its charges to cast the conjure minor elementals spell from it. The summoned creatures are always fire elementals and are fiends instead of elementals. For 2 charges, you cast the 4th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Stygia. You can breathe underwater, and you have a swimming speed of 30 feet. While holding Bezekira, you can use an action to expend 1 or more of its charges to cast the armor of agathys spell from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

Other layers to be determined.

Sariel Vailo
2017-07-11, 11:33 AM
I meant to make it an artifact.no one was intrested in it 14 days ago.usually set forva campaign where the balance of good and evil lay in goods overwealming favor.but thanks