Sword Of Kas Dmg

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The Sword of Kas is a sentient, versatile black longsword once wielded by Kas the Bloody-Handed when he rebelled against Vecna. After Kas' death, the Sword of Kas went missing in the depths of Thar Amphala until it was found by Keyleth. It was then given to Grog Strongjaw. The Sword of Kas seeks. Sword of Sharpness Weapon (any sword that deals slashing damage), very rare (requires attunement) When you attack an object with this magic sword and hit, maximize your weapon damage dice against the cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Sword of Vengeance. Wow dmg meters. It is said that divine soldiers wield these golden +1 holy greatswords in their battles against fiends and other evil creatures. Once per day upon successfully striking an evil-aligned creature with a sword of vengeance, the wielder can cause the sword to emit a 20-foot-radius burst of holy energy. Staff Of Thunder And Lightning (DMG) Sword Of Sharpness (DMG) Sword Of The Paruns (GGR) Tearulai (WDMM) Tome Of Clear Thought (DMG) Tome Of Leadership And Influence (DMG) Tome Of Understanding (DMG) Voyager Staff (GGR) Wand Of Polymorph (DMG) Wand Of The War Mage - +3 (DMG) Weapon +3 (DMG) Weapon (No Damage) +3 (DMG) White Dragon Scale Mail (DMG) // Tips. The Sword of Kas is a wickedly-serrated, black bade created by Vecna for his vampire lieutenant. Kas rewarded his former master by using it to cut off Vecna's hand and gouge out his eye. The Sword offers great power to any who wield it.

This article is based on material by:
  • TSR, Inc./Wizards of the Coast

In the World of Greyhawkcampaign setting for the Dungeons & Dragons role-playing game, the Sword of Kas was the mighty blade used by Kas the Bloody-Handed, the dreaded lieutenant of Vecna. It was by this blade, some say, that Vecna lost his Hand and Eye.

The sword, variously described as a short sword, longsword, or greatsword, was crafted by Vecna. The blade is said to have been magically honed to a razor's edge, enhanced the wielder's strength, and could be used to call down lightning bolts from any storm clouds that might be overhead. The sword itself is intelligent, possessing a vile and murderous spirit.

Publication History[edit]

Sword Of Kas Dmg

The Sword of Kas first appeared in the Original D&D supplement, Eldritich Wizardry[1]. It was one of the first artifacts detailed for the Dungeons & Dragons game[2]. The sword has been updated many times[3] and has even been the object of quests as in the adventure Vecna Lives[4].

References[edit]

  • Cook, David. Book of Artifacts. TSR, 1993.
  • Cook, David. Vecna Lives!. TSR, 1990.
  • Cook, Monte, Skip Williams, and Jonathan Tweet. Dungeon Master's Guide. Wizards of the Coast, 1999.
  • Gygax, Gary. Dungeon Master's Guide. TSR, 1979.
  • Gygax, Gary, and Brian Blume. Eldritch Wizardry. TSR, 1976.
  • Dale Henson, Doug Stewart (1994, 1995). Encyclopedia Magica. TSR. ISBN 1560768428.
  • Thorsson, Modi, and Kevin McCann. Vecna: Hand of the Revenant. Iron Hammer Graphics, 2002.

Notes[edit]

  1. Gygax, Gary; Blume, Brian (1976), Eldritch Wizardry (1 ed.), TSR
  2. Mortdred (2001-02-05). 'Review of Eldritch Wizardry'. RPGnet. http://www.rpg.net/news+reviews/reviews/rev_4232.html. Retrieved 2007-11-19.
  3. Cook, David (1993), Book of Artifacts (2 ed.), TSR
  4. Christopher Page (1999-11-15). 'Review of Vecna Lives'. RPGnet. http://www.rpg.net/news+reviews/reviews/rev_2525.html. Retrieved 2007-11-19.

Sword Of Kas 5e Dmg

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  1. DMG
  2. Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
  3. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
  4. Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
  5. The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
  6. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
  7. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
  8. Random Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties:
  9. 1 major beneficial property
  10. Properties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits:
  11. You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
  12. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.
  13. Properties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits:
  14. Using the eye's X-ray vision never causes you to suffer exhaustion.
  15. You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
  16. If you start your turn with at least 1 hit point, you regain 1d10 hit points.
  17. If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
  18. You can use an action to cast wish. This property can't be used again until 30 days have passed.
  19. Destroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.