This new magic weapon for Dungeons & Dragons is a longsword with an unblinking eye on the pommel. Its wielder’s senses are heightened as the sword grows in power.
Sword of the Sentinel
Weapon (longsword), uncommon [Tier 1]
Damage: 1d8+1 slashing
Weight: 3 lbs.
Properties: Versatile (1d10+1 slashing)
A single unblinking eye stares from the pommel of this sword. You have a +1 bonus to attack and damage rolls made with this magic weapon.
Alertness. While holding the sword, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Rare [Tier 2] upgrade
When you achieve level 5 while attuned to the sword, the sword gains a new feature.
Defend. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the sword, you have a +2 bonus to attack and damage rolls made with this magic weapon. The sword gains 2 new features.
Detection. While holding the sword, you can use an action to cast one of the following spells from it without expending a spell slot: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Vigilance. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the sword, you have a +3 bonus to attack and damage rolls made with this magic weapon. The sword gains 2 new features.
Truesight. While holding the sword, you have truesight out to a range of 60 feet.
Protective Light. As an action, you can speak a command word. The sword’s blade sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws.
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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