Excalibur
A notorious goblin thieves guild seeks to recover Excalibur and awaken its dormant necromantic power for an undead up...
- Requires Attunement
- Yes
- You gain a +3 bonus to attack and damage rolls made with this magic weapon.
- Once per day, the wielder can invoke the undead bane: all undead within 30 feet must succeed on a DC 18 Wisdom saving throw or be turned for 1 minute.
- Excalibur bears a cunning enchantment granting advantage on Stealth checks when used by a goblin or a rogue affiliated with a thieves guild.
Must be attuned by a creature of noble heart or one who claims rightful leadership
A gleaming longsword with a blade that shimmers like liquid silver, etched with faint, eerie runes faintly glowing blue, its hilt wrapped in ancient leather worn smooth by generations.
A notorious goblin thieves guild seeks to recover Excalibur and awaken its dormant necromantic power for an undead uprising.
Forged in the enigmatic lost kingdom and bound with necromantic energies to guard against undead, Excalibur was lost to a goblin thieves' guild centuries ago, stirring rumors that its power is tied to the shadowy criminal underworld.
The blade softly hums a haunting melody only audible to goblins and those attuned to thieves guild signals.
GM Notes
- Artifact weapon with high combat potency and thematic undead interaction.
- Grants stealth advantage for goblin or thieves guild rogue users, encouraging unique party dynamics.
- Turning undead ability usable once per day is a powerful strategic tool.