Apocalypse

Apocalypse Artifact Requires Attunement
Unique
Heavy, Two-Handed Greatsword +3 Hit/Damage Crit 19-20 2d6 Slashing +3d10 Poison Passive: A creature damaged by Apocalypse has a chance of contracting Strife. Any damage inflicted by this weapon can only be healed through resting, and there is a chance to inflict a crippling poison. Passive: You gain proficiency in Deception, or a greater bonus if you already are. Use: The wielder can cast several spells through the sword. "It shall sow destruction and war. Famine and death. It shall tempt with power, and then bring an end to all life."

Most stories about the Burning Legion speak of countless demons stampeding over worlds, but the cunning nathrezim know that brute force is not only way to conquer an enemy. One lie can break an alliance. One drop of poison can cripple a giant. One disease can reduce a great city to a graveyard. The nathrezim blade called Apocalypse has accomplished all of these things. It holds the power to spread plagues, incite wars, and turn ally against ally. In the right hands, this weapon has singlehandedly brought entire civilizations crashing down before the Legion's army ever began their invasion.

History

Properties

Scourge of Worlds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword deals an extra 3d10 poison damage to any creature it hits, and it scores a critical hit on a roll of 19 or 20. A creature damaged by Apocalypse must make a DC 17 saving throw or contract Strife.
Black Tongue. While attuned to the artifact, you gain proficiency in Deception. If you are already proficient, you gain expertise instead. If you already have expertise, you have Advantage on Deception checks.
Fleshsearer. The darkened blade sears flesh on contact, leaving victims in agony. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or other means. Additionally, you can spend a flourish with Apocalypse to inflict the Poisoned condition on the target for 1 minute. While the creature is Poisoned in this way, it rolls 1d4 and subtracts it from any attack rolls or skill checks it makes. A creature can make a DC 17 Constitution saving throw at the end of each of its turns, ending the Poisoned condition on a success.
Plaguebearer. When you attune to Apocalypse, you are immune to poison and diseases other than Strife. The blade emits a sour stench noticeable from up to 10 feet away. Additionally, while the sword is on your person, you can use an Action to cast one of the following spells (save DC 18) from it: carrion swarm, death coil, silvery barbs, sleep (3rd-level version), suggestion. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
Cursed. This blade is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Additionally, when you attune to the blade, you contract Strife, and any creature who finishes a long rest within a mile of you must succeed on a DC 13 Wisdom saving throw or contract Strife. Bats, rats, roaches, and other plague-bearing creatures are attracted to this area.

Strife

This disease spreads paranoia and anger through communities like wildfire. People who contract it see betrayal in every corner, eventually causing them to lash out–spreading the disease to others in the process.

Strife takes 1d4 days to incubate, but taking any damage reduces this period by 1 day, which can cause its symptoms to manifest immediately. Once they do, any event of hostility–like taking damage or being insulted–or kindness–such as receiving gifts or compliments–forces the creature to make a DC 17 Constitution saving throw. On a failed save, the creature's must either reduce their attitude towards the offending creature decreases by one step or gain one level of strife.

Whenever the creature chooses to gain one level of strife, other creatures within 10 feet of them must make a DC 13 Wisdom saving throw or contract Strife. Once a creature succeeds on this saving throw, it is immune to contracting Strife in this way for 24 hours.

At the end of each long rest, an infected creature can make a DC 17 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid its effect drops by 1d6. A creature cannot make this save if they are within 1 mile of Apocalypse. If a creature dies under the effects of Strife, they have a 25% chance of returning as an undead creature of equal CR 1d4 days later. Wrath Stalkers are especially common creatures created from this.

When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains the following indefinite madness: "The only people who aren't out to get me are those who are trying to use me."

Wielders