Ranagrim, Sword of the King
Mechanics & Inner Workings
When you wield Ranagrim, even unattuned, you gain a +2 bonus to attack and damage rolls. There will always be conflict between the blade and its wielder (see Personality) if a creature tries to use the blade when not attuned, especially a non-dwarf of evil alignment. Ranagrim sometimes allows lawful creatures to wield it without conflict in dire emergencies, especially if it is used to protect dwarves. All other abilities require attunement by a dwarf of lawful alignment.
The King’s Will. You can present this sword and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed. This ability cannot be used again until the next dawn.
The King’s Might. When you successfully hit a non-dwarf with this weapon, you can choose to inflict an additional 1d6 psychic damage per point of your proficiency bonus, and the target must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. The target can attempt the saving throw again at the end of each of its turns. Once used, this power cannot be used again until the next dawn.
Goblin’s Bane. Ranagrim has an intense distaste for goblins. You have an additional daily use of The King's Might that can only be used if the target is a goblin or creature of the goblinoid type. This ability also recharges the following dawn.
Sentience. Ranagrim is a sentient lawful good weapon with an Intelligence of 12, a Wisdom of 14, and a Charisma of 17. It has hearing and darkvision out to 120 feet. It speaks and understands Common, Celestial, and Dwarvish (which it prefers). Ranagrim speaks its mind when it feels like it but does not often deign to communicate with non-dwarves.
Personality. Ranagrim is strong-willed and opinionated, speaking with the authority and command of a king. Its goal is to enforce the will of dwarven monarchs and encourage just and wise rule. Conflict may arise with its wielder if the wielder avoids responsibility, turns its back on dwarves in need, or displays cowardice or foolishness in action. If it wins the Charisma contest that results from conflict, it refuses to activate its properties, including suppressing its attack and damage bonus, until the wielder makes amends for its behavior. It may go so far as to attempt to charm the wielder (Charisma save DC 15) if the wielder fails to act when the lives of dwarves are endangered. Ranagrim can even invoke conflict with unattuned wielders to suppress its attack and damage bonus if it wins, but cannot attempt to charm an unattuned wielder.
History
Ranagrim was forged for the ruler of a long-forgotten dwarven kingdom as the symbol of the king’s right to rule. The story, as related by the sword itself, is that the last king died defending his people from an onslaught of goblins — an onslaught for which he was partly responsible. With the fall of the king, the dwarven god of honorable battle Clangeddin Silverbeard infused the blade with the king’s iron will and devotion to his people, then delivered it to the lord of the neighboring kingdom to use in vengeance against the goblins. It has been wielded by dwarves in defense of their lands and their people for many centuries since.
Ranagrim’s great shame is that, for some 50 years, it was subjugated by a succession of orc chieftains after being plundered during the invasion of a dwarven stronghold. The personalities of the chieftains were strong enough to bend it to their will, and it was used to destroy several dwarven communities. The sword is at both enraged by this humiliation and fearful of finding itself in the hands of orcs again. Though it considers goblins beneath its contempt, it often counsels its wielder to be cautious when dealing with orcs.
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