Trick Question (Tuh-rick Kwest-shun)

"They say the pen is mightier than the sword, what's say we find out?" - Stevanas Hareth, The Mad Oracle of Lore   Created an eon ago by the Mad Oracle in a fit of delirium. Lost to the ages, until you came along. Originally consisting of just the magical hilt of the Sunblade, the former sword of Sergei von Zarovich, and reformed by Klein Orsini and Ragnar Darkshield, The Oracle of Bones, Strahdsbane by reuniting it with it's crystal blade, this sentient blade hungers for the death of the Dread Lord.  
"So Stevanas saw Gjallarhorn and made a bet with Heimdall that he could create the same thing. Heimdall balked, saying that intelligence alone doesn't make up for raw power, and so Stevanas returned to Newbiggin and built Trick Question in less than a day using the hilt of the Sunsword. Heimdall lost the bet, and was forced to trot about the city nude, getting jeers from mortals the whole way. Heimdall later paid back Stevanas in kind, by stealing Trick Question and creating a hogtie, leaving Stevanas on Northur while Vaka and Mystra almost died of laughter."
 

Dormant

Show Dormant Features

Anaklusmos

This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate Runes on every square inch. On the cap, with small silver embossing, reads "Pen > Sword," just below a small yellow gemstone on the tip. If dropped, this weapon magically reappears in pen form wherever you usually store it with a faint popping noise.

Transforming Weapon

This weapon gains +1 to all attack and damage rolls. As a free action, uncap the pen and state one of the below weapons. The pen transforms into your chosen weapon in a flash of yellow light. All weapons appear to be made of obsidian, etched with the same runes as the pen form, with worn yellow wrappings around the grips of each form. You may switch weapon forms as a bonus action by placing the cap on the end of your weapon and repeating the summoning action. Additionally, each weapon has an extra effect that can be activated by expending a charge.
  • Longsword: 1d8 slashing. As an action, you may expend a charge, causing your sword to flash. All creatures within a 10ft radius must make a DC15 Constitution saving throw or be blinded until the beginning of your next turn.
  • Longbow: 1d8 piercing. Requires no ammo. When you attack with this form, you may expend a charge to fire an additional arrow that deals 3d8 total force damage on a successful hit.
  • Lance: 1d12 piercing. As an action, pierce the ground with your lance and expend a charge, creating a well of warding in a 10ft sphere. Any creature attempting to enter the sphere must make a DC15 Constitution save. On a failed save, they are pushed out of the well into the nearest open space, taking 2d8 force damage as they are shunted.
  • Shield: +1 AC. Switching between this form and another can be done as a reaction. When switching in this manner, you will have advantage on the next attack you make with this weapon if made on your next turn. Expend a charge to absorb and heal up to 2d8 damage from an attack while this form is equipped.

Mightier

This weapon has 3 charges.
  • At a short-rest, you may expend hit dice to regain 1 charge on this weapon per die.
  • If you expend all 10 charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 20, you overcharge the weapon, fully refilling your charges, plus one. On a 2-5, regain 2 charges. On a 6-10, regain 3 charges. On an 11-14, regain 4 charges. On a 15-19, regain 5 charges. Once you regain charges in this way, you may not do so again until you have completed a long rest. This weapon regains all expended charges at dawn.

Period

The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of the pen materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into the pen form instantaneously.   Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Awakened: The Living Hilt

Show Awakened Features

Anaklusmos

This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate runes on every square inch. As the weapon awakens, the obidian cracks slighly, emantaing golden light from the inside. A new inscription lies below the gem on the cap: "Seek the Darkshield." If dropped, this weapon always magically reappears in pen form wherever you usually store it with a faint popping noise.

Sentience

The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
  • Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.

Transforming Weapon

This weapon gains +2 to all attack and damage rolls. As a free action, uncap the pen and state one of the below weapons. The pen transforms into your chosen weapon in a flash of yellow light. All weapons appear to be made of obsidian, etched with the same runes as the pen form, with worn yellow wrappings around the grips of each form. You may switch weapon forms as a bonus action by placing the cap on the end of your weapon and repeating the summoning action. Additionally, each weapon has an extra effect that can be activated by expending a charge.
  • Whip: 2d4 slashing. As an action, expend a charge to ensnare an enemy within 10ft of you. They must succeed on a DC16 Strength saving throw or be restrained.
  • Trident: 2d6 piercing. Gains the reach property. As an action, expend a charge to perform a charged spin attack, dealing 4d8 additional force damage in a 10ft radius on a successful hit.
  • Longsword: 2d8 slashing. As an action, you may expend a charge, causing your sword to flash. All creatures within a 10ft radius must make a DC16 Constitution saving throw or be blinded until the beginning of your next turn. Upon Awakening, the Longsword changes form, becoming a long thin finesse sword made of radiant sunlight. This form gains advantage on any attacks made against fiends or undead. Any successful attack with this form against a vampire is automatically a critical hit.
  • Longbow: 2d8 piercing. Requires no ammo. When you attack with this form, you may expend a charge to fire an additional arrow that deals 4d8 force damage on a successful hit.
  • Morningstar: 2d8 piercing. On hit, expend a charge to attempt to stun the target. They must make a DC16 constitution saving throw or take an additional 4d8 force damage and be stunned until the start of your next turn.
  • Lance: 2d12 piercing. As an action, pierce the ground with your lance and expend a charge, creating a well of warding in a 10ft sphere. Any creature attempting to enter the sphere must make a DC16 Constitution save. On a failed save, they are pushed out of the well into the nearest open space, taking 4d8 force damage as they are shunted.
  • Shield: +2 AC. Switching between this form and another can be done as a reaction. When switching in this manner, you will have advantage on the next attack you make with this weapon if made on your next turn. Expend a charge to absorb and heal up to 4d8 damage from an attack while this form is equipped.

Mightier

This weapon has 6 charges.
  • At a short-rest, you may expend hit dice to regain 1 charge on this weapon per die.
  • If you expend all 10 charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 20, you overcharge the weapon, fully refilling your charges, plus one. On a 2-5, regain 2 charges. On a 6-10, regain 3 charges. On an 11-14, regain 4 charges. On a 15-19, regain 5 charges. Once you regain charges in this way, you may not do so again until you have completed a long rest. This weapon regains all expended charges at dawn.

Period

The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of the pen materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into the pen form instantaneously.   Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
 

Exalted: Godsbane

Anaklusmos

This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate runes on every square inch. As it becomes Exalted, the obsidian breaks away to reveal glowing golden metal inscribed with the same runes. A new inscription lies below the gemstone at the top in silver lettering: "May the Sun guide you, Usurper." If dropped, this weapon always magically reappears in pen form wherever you usually store it with a faint popping noise.

Sentience

After the Sunsword's reunion with it's crystal blade, it's sentience has been dispelled, it's purpose fulfilled. Now, with the Symbol of Ravenkind attached to it's pommel, the blade is haunted by the spirit of Strahd, devoid of all his power.

Lightning God's Lament

Due to the effects of being at the epicenter of the Wild Magic Surge that occured with the death of Thor, The Stormlord, this weapon his been overcharged, giving it the ability to cast the spell Cataclysm twice. Once both uses have been expended, the weapon loses this property.   Cataclysm

The Grand Game

Cataclysm

9-level Evocation

Range/Area: Sight
Components: VSM
Materials: Divine blood or an Artifact of Vaka
Duration: Instantaneous
Attack/Save: DEX Save
Damage/Effect: lightning, radiant
You summon an enormous, devastating lightning bolt that descends from the skies and vaporizes a point you can see. All creatures within a 60ft radius must make a Constitution saving throw. On a failed save, targets take 10d8 lightning and 10d8 thunder damage as the bolt instantly vaporizes everything within the area. A creature takes half damage on a successful saving throw.
Available for: Oracle, Wizard, Druid, Cleric

Wild Magic Infusion

When you summon this weapon, you may expend all charges to deal double damage with this weapon for one minute.

Transforming Weapon

This weapon gains a +3 to all attack and damage rolls. As a free action, uncap the pen and state one of the below weapons. The pen transforms into your chosen weapon in a flash of yellow light. All weapons appear to be made of radiant golden metal, etched with the same runes as the pen form, with worn yellow wrappings around the grips of each form. You may switch weapon forms as a bonus action by placing the cap on the end of your weapon and repeating the summoning action. Additionally, each weapon has an extra effect that can be activated by expending a charge.
  • Whip: 3d4 slashing. As an action, expend a charge to ensnare an enemy within 10ft of you. They must succeed on a DC16 Strength saving throw or be restrained.
  • Trident: 3d6 piercing. Gains the reach property. As an action, expend a charge to perform a charged spin attack, dealing 5d8 additional force damage in a 10ft radius on a successful hit.
  • Battleaxe: 3d8 slashing. As an action, expend a charge to cast a Force damage variant of Armor of Agathys at 5th level.
  • Longsword: 3d8 slashing. As an action, you may expend a charge, causing your sword to flash. All creatures within a 10ft radius must make a DC16 Constitution saving throw or be blinded until the beginning of your next turn. Upon Awakening, the Longsword changes form, becoming a long thin finesse sword made of radiant sunlight. This form gains advantage on any attacks made against fiends or undead. Any successful attack with this form against a vampire is automatically a critical hit.
  • Warhammer: 3d8 bludgeoning. As an action, you may expend a charge and slam the hammer into the ground, sending a shockwave 10ft in all directions, dealing 4d8 force damage on a failed DC16 Dexterity Saving throw to all creatures in the radius, as well as knocking them prone.
  • Longbow: 3d8 piercing. Requires no ammo. When you attack with this form, you may expend a charge to fire an additional arrow that deals 5d8 force damage on a successful hit.
  • Morningstar: 3d8 piercing. On hit, expend a charge to attempt to stun the target. They must make a DC16 constitution saving throw or take an additional 4d8 force damage and be stunned until the start of your next turn.
  • Lance: 3d10 piercing. As an action, pierce the ground with your lance and expend a charge, creating a well of warding in a 10ft sphere. Any creature attempting to enter the sphere must make a DC16 Constitution save. On a failed save, they are pushed out of the well into the nearest open space, taking 4d8 force damage as they are shunted.
  • Kama: 3d8 piercing. Dual Wield. Gains the thrown property. After throwing a Kama, expend a charge to detonate it and sending it flying back to your hand, dealing 3d8 force damage to all creatures in a 10ft radius on a failed DC16 Dexterity saving throw, taking half as much on a success. Additionally, any creature that fails to make their save is knocked prone.
  • Shield: +3 AC. Switching between this form and another can be done as a reaction. When switching in this manner, you will have advantage on the next attack you make with this weapon if made on your next turn. Expend a charge to absorb and heal up to 4d8 damage from an attack while this form is equipped.
  • Greatsword: 6d6 slashing. By expending a charge, all attacks made on this turn fire a 5ft wide energy blast that travels 60ft in a line.
  • Katana: 3d8 slashing. This weapon attacks in a 15ft cone in front of you. At the end of your turn, you may expend a charge, sheathing your weapon, and causing all targets hit by your attacks to rupture. This deal an additional 1d8 necrotic damage per unique enemy hit during this turn.
  • Halberd: 3d10 slashing. As a bonus action, expend a charge to raise a banner of war. You and any allies within a 30ft radius gain a +2 to all attack and damage rolls. This banner is centered on you, moves with you, and lasts for one minute.
  • Dagger: 3d4 piercing. Upon successful hit, expend a charge to trigger a Sneak Attack, dealing 4d6 additional damage to the target. This attack must follow the Rogue Classes Sneak Attack rules. Once thrown, this weapon returns to your hand.
  • Scimitar: 3d6 slashing. Dual Wield. As an action, expend a charge to summon a 3rd scimitar in your mouth, dashing forward in a 30ft line. Enemies in your path must make a Dexterity Saving Throw against your Spell Save DC or suffer 12d6 damage, or half as much on a successful save.

Mightier

This weapon has 10 charges.
  • At a short-rest, you may expend hit dice to regain 2 charges on this weapon per die.
  • If you expend all 10 charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 20, you overcharge the weapon, fully refilling your charges, plus one. On a 2-5, regain 2 charges. On a 6-10, regain 3 charges. On an 11-14, regain 4 charges. On a 15-19, regain 5 charges. Once you regain charges in this way, you may not do so again until you have completed a long rest. This weapon regains all expended charges at dawn.

Period

The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of the pen materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into the pen form instantaneously.   Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.