Twin Blade of the Beast
Melee Weapon (Martial, Double-Bladed Scimitar), Artifact, Requires Attunement
Damage - 2d4 Slashing
Properties - Special, Two-Handed
Mastery - Vex
“This legendary blade is said to have defeated a horrible creature that was simply referred to as “The Beast” that was corrupted by dark magics and stalked the forested hills of the land, killing anyone foolish enough to cross its path.
Those who take up the blade are said to become immediately irritated as they are cursed with hearing the echoes of an eternal argument between two disembodied voices. In reality these are the spirits of the creature sealed inside the weapon.
Fused in life against their will, these two brothers will continue to bicker until the end of time."
You gain a +2 to Attack and Damage Rolls with this magical weapon.
Special - If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
It Takes Two - At the start of combat (no action required) you can attempt to convince the spirits within the sword that your target is a worthwhile enemy and that fighting them is the right course of action. Make a Charisma (Persuasion), DC17, for each spirit you are trying to convince. On each successful roll, you gain an additional +1 bonus to Attack and Damage rolls until the end of combat. For each failure, you get a -1 to Attack and Damage rolls until the end of combat.
Animal Instincts - While attuned to this item, you can take 1 minute to consult with Cat or Dog before making a skill check using Intelligence, Wisdom, or Charisma. After doing so, you gain Advantage on the check.
Additionally, while attuned to the sword, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Fetch - As a Bonus Action, you can call this weapon, causing it to magically appear in your hand as long as it is on the same plane.
Two Sides of a Coin - As a Bonus Action, you can implore one of the spirits to cast a spell. This requires a DC17 Charisma (Persuasion) skill check. If you’re in battle and have succeeded on a Charisma check against the spirit you are imploring already, the roll is made with Advantage. Each spirit can cast each of the following spells once per day. When cast in this way, if a spell requires Concentration, the spirit in the blade can Concentrate on it for you.
Dog - Animal Friendship, Bless, Warding Bond, Zone of Truth
Cat - Bane, Hunter’s Mark, Pass Without Trace, Silence
Dual Sentience - Containing not just one mind, but two, this blade is unique, even among sentient weapons. Both spirits in the blade can speak and understand Common, though only Cat can read it. Cat can also speak, understand, and read Elven and Sylvan. Both spirits may also communicate with the wielder telepathically.
Cat - Cat is a Lawful Neutral being with an Intelligence of 18, a Wisdom of 16, and a Charisma of 8. It has hearing and Darkvision out to a range of 120ft. It gains Advantage on any Wisdom (Perception) checks that rely on hearing.
Dog - Dog is a Chaotic Good being with an Intelligence of 7, a Wisdom of 12, and a Charisma of 18. It has hearing and vision out to 120ft. and a sense of smell that extends out to 500ft. It gains Advantage on any Wisdom (Perception) checks that rely on smell.
Dueling Personalities. While the two personalities within the sword are brothers and care for each other, they often strongly disagree on how situations should be handled.
Cat - Cat speaks in a haughty, self assured, tone, as if he is the smartest one in the room and wants everyone to know it. It believes all interactions should be approached with logic and rationality and hates having its own logic questioned, but will cede an argument if it is irrefutable. Cat is also merciless and believes that leaving an enemy alive is just giving the enemy a chance to hurt you all over again. If Cat believes its wielder to be constantly making poorly thought out decisions or putting it in unnecessary danger, a conflict between it and its wielder occurs. If a conflict occurs, Cat and the player use Intelligence, rather than Charisma, in the conflict.
Dog - Dog speaks in a loud, over the top, voice, and constantly wants to be involved in conversation and make new friends. It believes in following your heart and your gut and that spending too long figuring out a problem is a waste of time. Just do what feels right. Dog is also very merciful and believe that every person is a potential friend. He is not above violence in defense of himself or others, but also believes that people can change if given the chance. If Dog believes its wielder to constantly be one to hem and haw over decisions or someone who treats people poorly without reason, a conflict between it and its wielder occurs.