Dáinsleif

Weapon (longsword, requires attunement by a fighter)

Forged by dwarves, this old blade once belonged to a Norse king named Hogni. The longsword always seeks to kill a man once it is unsheathed. Those who seek to rid themselves of this curse often die from fits of insomnia, their minds torn by the scorn of the blade. If you wield Dainsleif you can no longer use action surge and get the following features instead:

Death's Legacy. You can not sheathe Dáinsleif until you have dropped a humanoid or enemy creature to 0 hit points with an attack from it. You can never make a nonlethal attack while Dáinsleif is unsheathed.



Restless. You are unable to rest as long as Dáinsleif is unsheathed or if it is not within 5 feet of you.

Final Drive. Starting at level 2, if you are hit by an attack that reduces you to half hit points or lower, you involuntarily use your Reaction to immediately move up to your speed towards the last enemy who hit you and make a melee weapon attack. This dash uses up your bonus action for your next turn, unless you did not move.

If you have the 'extra attack' feature available, apply it to this attack even if you don't make it on your own turn.

You can not use final drive again until you finish a short or long rest.

Lost in Rage After using Final Drive you have disadvantage on wisdom and charisma saving throws and checks for an hour.



Frenzy. Starting at level 3, Dáinsleif can convert your pain into energy. While your hitpoints are below 30% of their maximum, it heats up and emits a fiery glow. The attacks you make with Dainsleif deal 1d4 additional fire damage on a hit.

The damage die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level and a d12 at 20th level.



Redirect Rage. Starting at 5th level, you gain a modicum of control over Final Drive. You can choose to use Final Drive not as a reaction, but to delay it to your turn and use it as an additional action on top of your regular action and a possible bonus action.