The Cudgel of Father Oswald

F-ather Oswald was a priest of the Morninglord who served in the temple of St Markovia during it's seige by the Devil Strahd. When food ran out the clergy eventually turned to cannibalism for survival, and Father Oswald was amongst the first to turn. He gathered others of less ethical stature and had them join in his atrocities before he inevitably turned on them as well.

Appearance

This oak cudgel is covered in dark red stains and the crude stone spikes protruding from it are always caked in dried blood no matter how frequently or thuroughly it's cleaned. The whole of it is held together with simple leather braids and is covered in primitive carvings.

Statistics

This spiked club counts as a simple weapon with the versatile feature for proficiency purposes and deals 1d6 bludgeoning damage or 1d8 piercing damage when weilded with two hands. You have a +1 bonus to attack and damage rolls made with this weapon.

Capabilities

Requires Attunement by a Cleric
When the weilder kills a living creature with this weapon or a necromantic spell they may use their bonus action to heal themselves or an ally within 30ft for 1d10+5 hitpoints until the beginning of their next turn. In addition you have advantage on any attack rolls made against clerics, paladins, or celestial creatures made with this weapon.


Sentience

Father Oswald's implement of murder is a sentient chaotic evil weapon. It has an intelligence of 14, a wisdom of 16, and a charisma of 12. It can hear normally and has blindsense up to 30ft. It communicates through telepathic whispers and can choose any number of creatures within 30ft to hear it.

Personality

The weapon retains much of it's original owner's personality from his last days of his miserable existence; so much so that it sees both itself and Father Oswald as one and the same. The weapon is chaotic evil and seeks to drive it's weilder to violence and depravity. It also is driven with an obsession to destroy Strahd and any of his allies for the madness inflicted upon it's owner.

Curse

Once you attune to this weapon you cannot unattune from it unless you are targeted with a remove curse spell. The weapon must be bathed in fresh blood or be used to kill a living creature at least once each day or it will keep it's owner awake with it's incessant whispering. A user who fails to meet these requirements won't become exhausted but will gain none of the benefits of a long rest. In addition a creature attuned to this weapon gains the following flaw: "I do what I must to survive and will betray anyone to save myself.