Blade of the Soulfire Phoenix | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Blade of the Soulfire Phoenix

Weapon

Legendary Requires Attunement

This mighty blade belongs to the overgod Fenikkusu, the Soulfire Phoenix. Only a creature chosen by Fenikkusu can attune to this weapon, which is shared by those deemed worthy across the multiverse. Heroes selected to wield the Blade are often set on great adventures across the planes of existence, and typically share at least some of the Soulfire Phoenix's passion for creation.   While attuned to the Blade, you can use a bonus action to summon it to your empty hand from a special demiplane. You are proficient with this weapon while you're attuned to it, which is seemingly weightless in your grasp. The Blade returns to its demiplane if it is more than 5 feet away from you for 1 minute or more or if you dismiss it (no action required).   Magic Weapon. The Blade is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. It also functions as a dancing sword.   Charges. The Blade has 5 charges for the following properties. It regains all expended charges daily at dawn.   Spells. While holding the Blade, you can use an action to expend 1 of its charges to cast either the creation or fabricate spell from it.   Starlight Crash. While holding the Blade, you can use an action to expend up to 3 of its charges to cause it to teleport up to 40 feet in the air above a point that you can see within 120 feet of you. If you expended any charges as part of using this property, the Blade first releases an incinerating pillar of light from it in a 40-foot-radius, 40-foot-high cylinder toward the ground. Each creature within the pillar must make a DC 17 Dexterity saving throw, taking 3d8 radiant damage for each expended charge on a failed save, or half as much damage on a successful one. Regardless of whether or not you expended any charges, the Blade then plummets to the ground at the point below it, creating a blast upon impact in a 10-foot radius. Each creature within that radius must make another DC 17 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The Blade then returns to your hand. Once this property of the Blade has been used, it can't be used again until the next dawn.   Warping Strike. While holding the Blade, you can expend 1 of its charges as part of making an attack with it. When you do, you can teleport to an unoccupied space that you can see within 30 feet of you either before or after making the attack. If the attack hits, the target also takes an extra 4d6 force damage.   Destroying the Blade. Only an overgod can destroy the weapon, which requires the power to unmake its very existence.

Type Damage Damage Range
Martial Melee 1d8 + 2 Slashing



Created by

CashLion.

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