D&D: Five Devilishly Good Weapons From ‘Chains of Asmodeus’
Chains of Asmodeus may set you to battle with Asmodeus himself, but you won’t be fighting empty-handed. Here are some devilishly good items.
Chains of Asmodeus, released late last year, is one of the sleeper hits of 5th Edition. Part deep dive into the Nine Hells, part adventure, the book is an indispensable resource from Arcanum Worlds, the same folks who cooked up Odyssey of the Dragonlords and Raiders of the Serpent Sea. In the book, players descend through each of the Nine Hells to try and contend with the various masters thereof in some surprisingly personalized quests.
But taking on the Nine Hells means taking on the archdevils, and it’s hard to go up against some of the most powerful devils in the various monster manuals without the right gear. Fortunately, Chains of Asmodeus does not skimp on that, adding in many new magical items that may well turn the tide in any battle. Here’s a sampling of some of the delights you’ll find awaiting within.
Sword of Retribution
Let’s start things off with a magic sword. But not just any old magic sword. The Sword of Retribution deals damage that can only be healed via a short or long rest. No regeneration, healing magic, or any other means need apply.
However, this power comes with a price. While attuned to the weapon, the wielder has disadvantage on attack rolls made with weapons other than the sword itself. This isn’t too bad until you consider that the other part of the retributive nature of the sword comes from the vengeful spirit possessing it, which shares nightmarish scenes from its past every night, causing the wielder to make a DC 11 Constitution saving throw, only gaining the benefits of a short rest if they fail.
Still, worth it if you can pass the saving throw reliably.
Bracers of Asmodeus
These bracers are akin to bracers of protection. They provide a +2 bonus to the bearer’s AC so long as they’re not wearing a shield or armor at the same time. However, while wearing these, the wielder is obsessed with plotting, scheming, and manipulation. They will always barter for better deals, to the point where if they ever decline an opportunity to better themselves financially, they immediately take 3d10 necrotic damage, no save, do not pass go.
Amulet of Duplicity
Okay those last two magic items were cursed. But this one, this is absolutely worth it. When the wearer of the Amulet dies, they are not, in fact, killed. Instead, they are transported to an extradimensional space and stabilized at 0 hit points. Meanwhile, the amulet creates a perfect copy of the wearer’s corpse and leaves it exactly where it should have fallen, but without any worn or carried items.
After a full 24 hours have passed, the wearer is returned to 1 hit point and the location where they nearly died. Everything is as it was, except their facial features are entirely different from before and only a Wish spell can reveal the true identity of the wearer, who must take disadvantage on any Persuasion checks to reveal who they really are. And they are magically forbidden from telling another creature what the amulet does.
Weapon of Agonizing Paralysis
Okay, surely this one isn’t cursed. A Weapon of Agonizing Paralysis is a +3 weapon, only when it reduces a creature to 0 hit points, the target creature doesn’t die but is instead paralyzed at 1 hit point until they are healed via a Lesser Restoration or similar spell. At the start of each paralyzed turn, they suffer immense pain and gain a level of exhaustion, so this weapon will kill a creature it has reduced to 0 hit points, but it will drag it out over six rounds.
Accounting and Valuation of All Things
And we close things out with a banger. The Acccounting and Valuation of All Things is a magical spellbook, bound in gold leaf, with pages of silver and text of blood. This whole book serves as a +3 arcane focus, as well as detailing a number of infernal practices, which grant the bearer a number of devilish boons.
One section of the book will divulge a creature’s greatest desire, divulging exactly what any character would need to be persuaded to give up their soul. Another section will forcibly rip the souls from the bodies of any killed by spells transcribed in the book, sending it straight to Minauros, and Mammon’s gluttonous hands. The wielder will be rewarded with a shower of coins from Mammon as payment for the soul.
It can also assist its bearer in negotiating all sorts of deals. For 1 minute, the book can make its bearer much more persuasive, using the book to gain the upper hand on any deal.