Weapon (Greatsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this sword. The sword gains additional powers for 14 days after being bathed in the blood of certain magical creatures.
Vampire- When you strike a living creature with this weapon, you regain hit points equal to half the damage done.
Dragon-When you strike a creature with this weapon, it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Wyvern- When you strike a creature with this weapon, it must succeed on a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one.
Unicorn- Three times a day an action, you can touch another creature with this weapon. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Manticore- This weapon gains a ranged attack with range 100/200 ft., that deals 1d8 damage.
Basilisk or Cockatrice- When you strike a creature with this weapon it must make a DC 12 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Chimera- When you strike a creature with this weapon, your attack deals an additional 10 (3d6) fire damage.
Have an idea for an item and want to see it executed, comment below and I’ll post it up in a couple weeks.