Thelothorus (thello thore us)

Thelothorus is one of the Eldritch equipment made by Elethyrill, known as Thelothorus the Wrathful Flame. Seen as an opposition to Yahnvey, Thelothorus the Eldritch equipment of Fire and Wrath, taking on the form of a flamberge swordbreaker, a type of parrying dagger.
Unlike the Faerie Blades, the Eldritch equipment are made of Entropial, a corrupted form of Ainumitium. This means that if one goes against the will of the Eldritch blade, it can and probably will curse its wielder. Each time that a person goes against the will of Thelothorus, they gain the Desolation Curse (each time the wielder takes a short or long rest, the curse deals 1d4 fire damage that cannot be restored until the curse is removed).
Starting when the wielder gains Thelothorus, the wielder gains one level in the Barbarian class (DM and Player choice. This is meant as a curse, you can either replace a level in one class that the player possesses or they gain an additional level). Once they gain three levels in Barbarian, the wielder must take Path of the Storm Herald (Desert). Any attack that is dealt by Thelothorus while the wielder is enraged deals an additional 1d6 + elemental attunement (# of spells or abilities that deal fire damage) fire damage. As an reaction, the wielder can use the parry ability of the Battlemaster subclass to defend themselves and gain a number of uses of the superiority dice equal to their proficiency modifier. If the the maximum number is rolled on the superiority dice and the enemy is wielding a bladed weapon, the opponents weapon snaps, causing the target to now possess an improvised weapon. This does not work on a magical weapon or artifact.
Each session the wielder uses their rage, they must make a Wisdom saving throw equal to their Save DC. Each time, the line between weapon and wielder becomes more and more narrow, and an Eldritch presence makes itself known. This is called the Eldritch Curse, and cannot be undone while the wielder possesses Thelothorus. Each level of the curse causes the wielder to become more aberrant, eventually causing the wielder to become one with Thelothorus and ultimately become and Eldritch Titan. If you reach level 6, you cannot reverse the curse and Thelothorus begins his ascent as an Eldritch Titan. See the Eldritch Curse Table below:                                  
levelEffect
1 You alignment shifts to Chaotic Neutral and must roll for an eldritch manifestation.
2 You are able to speak telepathically with Thelothorus. Roll an additional eldritch manifestation. Reroll if you roll the same one.
3 You begin to feel the line between weapon and wielder wane and you refer to yourself as 'we'. Roll an additional eldritch manifestation.
4 You all are able to command aberrations to do your bidding, but are also bound to follow aberrations of a higher CR than your level. Roll for an eldritch manifestation.
5 You and Thelothorus have become one, and you no longer go by your previous name. Roll an additional eldritch manifestation.
6 Your creature type is no longer human, and the original you no longer exists. You are Thelothorus, your creature type is Aberration, and you have begun your ascent to Titan-hood.
                                                                                               
1d20Eldritch Manifestation
1 A masque of bone surrounds your face. You lose the ability to see from your face eyes but gain blindsight equivalent to your normal sight.
2 1d10 Shards of dimensional doorways connected to the Far Realm surround your head or body. You cast Summon Aberration once per long rest. You can also command the shards to slice your opponents, dealing 1d10 + your Intelligence modifier absolute damage (this damage cannot be blocked by magical means).
3 Your flesh begins to become highly veined and appears lattice-like. Any intimidation check gains advantage and ordinary people are disgusted or fearful of your presence. All persuasion, performance, and deception checks are done with disadvantage. You also gain the regeneration ability of the Slaad.
4 1d4 of your limbs become bifurcated (DM's choice which it is). If one or both arms become this way, you are able to hold more and have advantage on strength checks with your arms. If one or both legs become this way, you have an increased climbing speed of 30 ft and a decrease of 10 ft with normal walking. This decrease goes away at the end of 1 session.
5 You sprout 1d100 eyes across your body. You have advantage on all perception and investigation checks revolving around sight.
6 You gain one ability from an aberration you have slain in the past.
7 You gain a second head. It possesses all the manifestations that pertain to your head. You gain a +1 to Intelligence and Wisdom, but also possess a split will. You have the Dual Consciousness feature of the Dolgrim.
8 You gain 1d4 arms and one more action due to their presence.
9 You gain 1d4 tentacles and one more action due to their presence. You gain the ability to use these tentacles as an attack. (1d4+STG, target is restrained if large or smaller, and you can't use the tentacle on another target. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.)
10 Your skin becomes covered in slime and you have advantage when trying to get into and out of narrow spaces, and you gross out anyone who tries to grapple you.
11 Your skin becomes covered in spines, which damage enemies who try to grapple you or when you attack with your unarmed strikes. Damage dealt this way deals 1d4 absolute damage.
12 You gain 1d100 inches in height, which causes your proportions to become spindly and twisted.
13 Your skin becomes chitinous and increases your natural AC by +2.
14 You gain one of the Eye ray options from Beholderkin. (DM's choice)
15 Your eldritch manifestations begin to change your mind. As such, if your intelligence is 14 or lower, you gain the Gibbering ability of the Gibbering mouther. If your intelligence is 15 or above, you gain the Devour Intellect ability of the Intellect Devourer
16 Your mouth has changed shape; flip a coin. On heads, your mouth has become a squid-like beak surrounded by 1d4 tentacles and you gain the Sense Magic ability of the Chuul. On tails, you mouth becomes like an insects and you gain the mandibles action of the Umber Hulk.
17 Your mind becomes strong enough to telepathically manipulate other beings. You gain a +1 to Intelligence or Charisma and possess the Enslave action of the Neogi.
18 All digits you possess become capped in sharp, blade-like talons. All unarmed attacks deal an additional 1d6 slashing or piercing damage (your choice). You also gain the Flurry of Claws action of the Star Spawn Mangler.
19 Your time as a Eldritch being has caused you to ignore natural laws of any domain. As such, you can teleport a number of times per short rest equal to your proficiency modifier. When done this way, it acts like the Balhannoth's teleport ability. Aberrative creatures no longer consider you a threat and may be convinced to aide you.
20 You can no longer gain sustenance from food or rations, and you gain the Life Drain action of the Wraith. When you use it, you receive sustenance from the being and gain temporary hit points equal to its hit point reduction. Whenever you use this ability, if you kill the target with it, it creates an Eldritch Scion that is friendly to you and a 15 ft area around the creature becomes warped (your choice) and devoid of normal life (any living entities become warped if they are rooted into the ground). You can kill the scion to gain sustenance for 1 week.
Item type
Unique Artifact