The Bloody End (Awakened)

ItemEGWp. 2782014artifact
Type
M
Rarity
artifact
Attunement
Required
Weight
4 lb.
Damage
1d8 P
Properties
Vst|EGW

Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.

Sentience

The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.

Personality

A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.

Dormant

The morningstar grants the following benefits in its dormant state:

  • You can speak, read, and write Infernal.
  • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
  • While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
  • While holding the morningstar, you have advantage on Charisma (Intimidation) checks.

Awakened

When the morningstar reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • The saving throw DC for spells cast from the morningstar increases to 15.
  • When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
  • When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
Raw data
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  "dmg1": "1d8",
  "name": "The Bloody End (Awakened)",
  "page": 278,
  "type": "M",
  "__prop": "item",
  "rarity": "artifact",
  "source": "EGW",
  "weight": 4,
  "_isCopy": true,
  "dmgType": "P",
  "entries": [
    "Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A tyrannical {@creature pit fiend} named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The morningstar grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Infernal.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "While holding the morningstar, you can use an action to cast one of the following spells from it (save {@dc 13}): {@spell charm person}, {@spell dominate person}, or {@spell fear}. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.",
            "While holding the morningstar, you have advantage on Charisma ({@skill Intimidation}) checks."
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    },
    {
      "name": "Awakened",
      "type": "entries",
      "entries": [
        "When the morningstar reaches an awakened state, it gains the following properties:",
        {
          "type": "list",
          "items": [
            "The weapon's bonus to attack and damage rolls increases to +2.",
            "The saving throw DC for spells cast from the morningstar increases to 15.",
            "When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of you until the end of your next turn. This property can't be used again until the next dawn.",
            "When a creature hits you with a melee attack, you can use your reaction to deal {@damage 1d6} psychic damage to the attacker."
          ]
        }
      ]
    }
  ],
  "baseItem": "morningstar|PHB",
  "property": [
    "Vst|EGW"
  ],
  "sentient": true,
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "weapon ({@item Morningstar|Phb})",
  "_textTypes": [
    "martial weapon",
    "melee weapon"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "bonusWeapon": "+2",
  "_fullEntries": [
    "Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.",
    {
      "name": "Sentience",
      "type": "entries",
      "entries": [
        "The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and {@sense darkvision} out to a range of 120 feet.",
        "The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal."
      ]
    },
    {
      "name": "Personality",
      "type": "entries",
      "entries": [
        "A tyrannical {@creature pit fiend} named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf."
      ]
    },
    {
      "name": "Dormant",
      "type": "entries",
      "entries": [
        "The morningstar grants the following benefits in its dormant state:",
        {
          "type": "list",
          "items": [
            "You can speak, read, and write Infernal.",
            "You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "While holding the morningstar, you can use an action to cast one of the following spells from it (save {@dc 13}): {@spell charm person}, {@spell dominate person}, or {@spell fear}. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.",
            "While holding the morningstar, you have advantage on Charisma ({@skill Intimidation}) checks."
          ]
        }
      ]
    },
    {
      "name": "Betrayer Artifact Properties",
      "type": "inset",
      "entries": [
        "The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and one {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the artifact attains an awakened state, it gains an additional {@table Artifact Properties; Minor Beneficial Properties|dmg|minor beneficial} property and an additional {@table Artifact Properties; Minor Detrimental Properties|dmg|minor detrimental} property. When the item reaches its exalted state, it gains a {@table Artifact Properties; Major Beneficial Properties|dmg|major beneficial} property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information."
      ]
    },
    {
      "name": "Awakened",
      "type": "entries",
      "entries": [
        "When the morningstar reaches an awakened state, it gains the following properties:",
        {
          "type": "list",
          "items": [
            "The weapon's bonus to attack and damage rolls increases to +2.",
            "The saving throw DC for spells cast from the morningstar increases to 15.",
            "When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of you until the end of your next turn. This property can't be used again until the next dawn.",
            "When a creature hits you with a melee attack, you can use your reaction to deal {@damage 1d6} psychic damage to the attacker."
          ]
        }
      ]
    },
    {
      "data": {
        "item__mergedEntryTag": "property"
      },
      "type": "wrapper",
      "wrapped": {
        "name": "Vestige of Divergence",
        "page": 200,
        "type": "entries",
        "entries": [
          "{@note This item is a Vestige of Divergence, see {@book Vestiges of Divergence|EGW|7|Vestiges of Divergence} for more information.}"
        ]
      }
    }
  ],
  "_entrySubType": "martial weapon, melee weapon",
  "attachedSpells": {
    "daily": {
      "1e": [
        "charm person",
        "dominate person",
        "fear"
      ]
    }
  },
  "grantsLanguage": true,
  "weaponCategory": "martial",
  "_attunementCategory": "Requires Attunement"
}