Crenshinibon

Wondrous Item - Requires attunement from a Hexblade Warlock, Requires Pact of the Blade and Improved Pact of the Blade Invocations.

The power of this weapon depends on if the user consumes the entities within their crystal and how many of them that they consume. (Max 4).

This is an optional plotline for a warlock in you campaign. +1 to attack and damage rolls per entity consumed. The weapon also deals an additional 1d10 psychic damage per entity consumed.

The Power Released

If any of the four entities within the crystal are consumed to enhance Crenshinibon it will become an incredibly versatile weapon. The crystal can then form into one of five different weapons (look below) using a bonus action. When you hit a creature with any of the weapon forms you deal an additional xd10 psychic damage. All of the weapon forms benefit from your “Hex Warrior” Feat.

Using a bonus action, you can expend one charge with different effects depending on the form of the weapon.

Crenshinibon has 3 charges which are recharged at dawn.

Weapon Forms

Mace

1d8/b + x dmg

Mind Shock (Bonus Action): When you hit a creature you can expend a charge to force the creature to make a constitution saving throw, DC: (your Spell Save DC) If it fails its saving throw the creature is paralyzed until the end of its next turn.

Longsword

1d8/s + x or 1d10/s + x dmg with Versatile

Echoing Slice (Bonus Action): When you hit a creature you can expend a charge to do a second attack as part of your action. Both attacks ignores any resistances that the creature has. If the second attack misses you may re-roll the attack if you can target a different creature within 5 feet of you. This attack also ignores resistances. You cannot use any remaining movement in order to do this attack.

Dagger

1d4/p + x dmg, thrown: 20/60 feet

Weakening Puncture (Bonus Action): When you hit a creature with the dagger (thrown or melee) you can expend a charge to force the creature to make a wisdom saving throw, DC: (your Spell Save DC) On a fail, the first time the creature takes any damage before the start of its next turn, the creature is vulnerable to that damage and then the effect ends. If the creature takes no damage before the start of its next turn the effect also ends.

Shortbow

1d6/p + x dmg, range: 80/320

Shackling Shot (Bonus Action): Before attacking you can expend a charge to imbue the arrow with an “Earthbind” spell. The spell doesn’t use concentration, duration 1 minute. If you hit a creature with your arrow the creature must make a strength saving throw, DC: (your Spell Save DC). On a fail, the creatures flying speed (if any) is reduced to 0. The airborne creature safely descends 60 feet per round until it lands. On a critical hit the creature automatically fails their saving throw unless the creature has and uses, a legendary resistance.

Two handed (sword/axe/maul)

1d12/bludgeoning or slashing + x dmg

Psychic Wave (Bonus Action): When you hit a creature you can expend a charge to release a wave of psychic energy in a 30 foot cone. All creatures (including the target of the attack) within the cone must make a dexterity saving throw, DC: (your Spell Save DC) They take 2d10 psychic dmg or half that damage if they succeed their saving throw.