Sword of Kas
M · Artifact · Requires attunement
Attunement
Description
The Sword of Kas has the following random properties:
- 1 Artifact Properties; Minor Beneficial Properties
- 1 Artifact Properties; Major Beneficial Properties
- 1 Artifact Properties; Minor Detrimental Properties
- 1 Artifact Properties; Major Detrimental Properties
While the sword is on your person, you add a to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: , , or . Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and Darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common.
The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the works, and foiling his machinations all help to fulfill this goal.
The Sword of Kas also seeks to destroy anyone corrupted by the Eye and . The sword's obsession with those artifacts eventually becomes a fixation for its wielder.
A creature attuned to both the and the can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the spell is wasted. If the sword loses the contest, it is destroyed.