Variable Length Sword (5e Equipment)

This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This item introduces an idea called 'progressive attunement' which adds complexity. Please consider whether the complexity is worth it before using this item in your game. Given the complexity, it may be better to have this sword available for purchase than found as treasure.

Weapon, rare (requires attunement)

The sword changes length based on the space available to wield it, from dagger to greatsword.

Description. The sword is silver with a black brown or red leather hilt. It comes in a small exquisitely constructed black velvet lined non-magical wooden box. It is about 1 foot long and glows with faint magic in its boxed dagger form.

  • Upon first taking it out of its box it immediately lengthens to great sword length if there is space.
  • It glows with faint magic while in its box so a simple DC 10 arcane check is all that's needed to know if it’s magic.

Automatic Length and Form Change. The Variable Length Sword changes its length as needed by the space available. It also changes into a standard 'sword' of that length.

  • When in a narrow hallway its length is as a dagger.
  • In a larger hallway or room, it may be a short sword or long sword.
  • With considerable open space, it lengthens out to be a great sword.
  • The sword shortens as it passes by a tree or a pillar or something inanimate not worn or carried.
  • The sword shortens down when you press it against its box, wall, flat inanimate surface, or black velvet.
  • The length of the hilt changes to fit the size of the hands of the wielder.
Controlled Length and Form
AttributeGreat swordLong sword 2 handedLong sword 1 handedShort swordDaggerIn Box
Wielding2 handed2 handed1 handed1 handed1 handedN/A
Damage2d6 slashing1d10 slashing1d8 slashing1d6 piercing1d4 piercing1 piercing
Size Classheavymediummediumlightlightlight
Blade Length4 feet3.5 feet3 feet2 feet1 foot6 inches
Weight5 lbs.4 lbs.3 lbs.2 lbs.1 lb.half lb.
Propertiesor 1d10 bludgeonversatileversatilefinessefinessemagic glow
Historic Exampleclaymoreschwerthalf-swordgladiusdirkart knife
Possible Feat +Great Weapon MasterDefensive DuelistDefensive DuelistSavage AttackDual Wieldernone

+ see progressive attunement table below.

Progressive Attunement. If you use this as your main weapon, you gain one 'attunement level' each time you advance in level. The level at which you first attune to the sword is attuned at 'zero' attunement levels.

  • Length changes prevent standard dual wielding. You may dual wield again upon reaching three attunement levels.
  • This table includes five feats only when using the sword. To balance this, four of those feats are only usable when the sword is in one of its forms, and you must keep using bonus actions to maintain its form.
Progressive Attunement Effects Table
Levels AttunedAttack BonusTypeBenefitForms When WieldingBenefit Description
zero-1FeatureMagic attackautomaticAttacks as a magic weapon.
one0FeatureForm controlany formControl the sword length/form for one round using a bonus action each turn. It is still magical.
two1Sword FeatWeapon Masterunboxed formsGreatsword, Long Sword, Short Sword, and Dagger proficiency, and +1 str or dex.
three2FeatureDual wieldinglight formsable to use this 'sword' while dual wielding.
four2Sword FeatDual Wielder+ dagger+1 AC, draw 2 weapons, other weapon can be heavier.
five3StyleProtection style+ non-heavylengthens to force disadvantage on one attack on a creature within 5 ft as a reaction.
six3Sword FeatSavage Attack+ short swordgain advantage on three attacks per day.
seven3FeatureDamage +1+ non-dagger+1 bonus to damage.
eight3Sword FeatDefensive Duelist+ longswordadd proficiency to your AC when hit by a weapon.
nine4Maneuver +1d6Lunging attack+ short swordlengthens to long sword on attack to lunge with an extra 5 feet reach and +3 damage once per day.
ten4Sword FeatGreat Weapon Master+ greatsword+10 damage when -5 to attack, criticals or hits on an opponent to 0 HP awards a bonus attack.
Level 204All aboveAll benefitsas fighter, ranger, or paladinZero through ten above

+ Requires the use of a bonus action each turn to keep the sword in this form to be able to use the benefit. This makes the sword less overpowered and less complicated.

Caveats.

  • The sword's length reverts to setting its length base on the space available at your next turn unless you must use a bonus action to control its length.
  • Sword in dagger form may not be successfully thrown and will probably land 30 feet away as in greatsword form.
  • If you do not use this weapon as your main weapon for a level you do not gain a level attuned, but you don’t lose one.
  • Armor and shields worn/wielded by creatures do not affect the sword’s length, but they are not worn/ wielded they do.
  • At first, you may not use dual wielding. After three levels of attunement, you can dual wield again.

NPC Attunement.

  • Tier 1 NPCs have one level of attunement, having +0 and allowing control the size of the sword as a bonus action. (this could be a wiki formatted table)
  • Tier 2 NPCs have three levels of attunement, having +2, dual wielding, and proficiency with all of the sword's forms.
  • Tier 3 NPCs have seven levels of attunement, having +3 on attacks, dual wielder feat as a dagger, savage attack feat as a short sword (3x adv), protection style (react) and +1 damage.
  • Tier 4 NPCs have all ten levels of attunement, having +4 on attacks, Defensive Duelist feat, Lunging attack maneuver, and Great Weapon Master feat.

Rarity. It makes sense to have this magic item in four places in your random tables, one for each NPC tier.

  • Tier 1 uncommon.
  • Tier 2 rare.
  • Tier 3 very rare.
  • Tier 4 legendary.

Things Not Shown by Identify.

  • An identify spell will reveal most of the information in this writeup.
  • Creation of this item usually requires a collaboration between an artificer and a wizard.
  • 10% of the time the sword is sentient. If it is sentient, it speaks only dwarvish or gnomish the native language of its creator(s).
  • 1% of the time the sword is cursed.

Back to Main Page 5e Homebrew Equipment Magic Weapons

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.