___
___
><img 
  src='https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Swain_0.jpg' 
  style='width:325px' />
> ## Swain, The Grand General
>*Medium humanoid (human), lawful neutral*
> ___
> - **Armor Class** 18 (+3 breastplate)
> - **Hit Points** 229 (27d8 + 108)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|13 (+1)|18 (+4)|18 (+4)|19 (+4)|22 (+6)|
>___
> - **Saving Throws** Str +10, Con +10, Cha +12
> - **Skills** Insight +16, Intimidation +18, Investigation +10, Perception +16, Persuasion +12
> - **Damage Resistances** fire, poison
> - **Condition Immunities** charmed, frightened
> - **Senses** passive Perception 24
> - **Languages** Abyssal, Common, Draconic, Dwarvish, Elvish
> - **Challenge** 17 (18,000 XP)
> ___
>***Legendary Resistance (2/Day).*** If Swain fails a saving throw, he can choose to succeed instead. 
>
> ***Ravenous Flock.*** A dark swarm of ravens surround Swain when he wishes, dealing 3 (1d6) piercing damage and 3 (1d6) necrotic damage to all enemies that end their turn within 10 feet of him. Additionally, Swain can use a bonus action on his turn or his reaction to have the ravens rip off soul fragments of his enemies, and bring that energy back to heal him. Swain can use this bonus action or reaction against any target that has been affected by a condition from himself or an ally. The target must succeed a DC 19 Constitution saving throw as the ravens attack, and they take 7 (2d6) piercing damage and 7 (2d6) necrotic damage on a failed save.  Swain gains a fragment of their soul, recovering hit points equal to the necrotic damage dealt. On a successful save they take only the piercing damage, do not lose a fragment, and Swain does not recover hit points. Creatures who have a soul fragment stolen has disadvantage on attack rolls against Swain until the end of their next turn. 
>
>***Spellcasting.***  Swain is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +11 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following spells:
>
>Cantrips (at will): *chill touch, mage hand, toll the dead* <br>
>1st-3rd level (2 3rd-level slots): *command, hold person, fireball, inflict wounds, suggestion, vampiric touch*
>
>***Magic Resistance.*** Swain has advantage on saving throws against spells and other magical effects. He also has advantage on Constitution saving throws to maintain his concentration on a spell when taking damage. 
>
> ### Actions
> ***Multiattack.*** Swain makes two attacks with *Jormungandr, the Forgotten.* 
>
> ***Jormungandr, the Forgotten*** *Melee Weapon Attack:* +13 to hit, reach 5ft., one target. *Hit* 14 (1d8 + 7) slashing damage plus 14 (4d6) fire damage. 
>
> ***Death's Hand.*** *Ranged Spell Attack:* +12 to hit, range 30 ft., one target. *Hit* 11 (1d10 + 6) force damage. This attacks 5 times, making an attack roll for each beam. Swain must hit all creatures in range at least once, but then can hit a creature with multiple beams. They take the normal damage plus an extra 3 (1d6) force damage for each additional beam above 1. 
>
> ***Demonic Ascension.*** Swain channels the dark energy inside of him and transforms into a demonic figure. He gains 50 temporary hit points, and the transformation lasts as long as Swain maintains concentration, up to 1 minute. While in this form, deadly teathers shoot out targeting up to 3 creatures within 15 feet of him. At the beginning of their turns, they must make a DC 20 Constitution saving throw or take 14 (4d6) necrotic damage, half on a successful save. Swain heals for all the necrotic damage dealt. If Swain drains 40 hit points or more, he can end the ascension early using Demonflare. Swain can only Ascend once per long rest.
>
>***Demonflare.*** A bonus action Swain can use while in his Demonic Ascension, it sends out deadly waves as his form reverts to normal, releasing all the soul fragments he has collected. All creatures within 20 feet of him must make a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage for each soul fragment Swain had collected, for a maximum of 52 (15d6) necrotic damage. They take half damage on a successful save. 
>
>***Nevermove.*** Swain sends a spectral hand up to 30 feet in a direction, and all creatures in the line must make a DC 20 Dexterity saving throw or take 13 (3d8) bludgeoning and 14 (4d6) necrotic damage, halved on a success. After reaching the range of travel, the hand returns and each creature must make the save again or take the same damage. On a failed save, the returning hand stops and the creature that failed is restrained until the end of their next turn. 
>
> ***Vision of Empire.*** Swain summons a spectral eye with a 10 foot radius centered on a target location up to 120 feet away. Each creature in the location must make a DC 20 Wisdom saving throw or take 31 (9d6) psychic damage and automatically lose a soul fragment, from which Swain recovers 7 (2d6) hit points. Their speed is also reduced by half until the end of their next turn, and Swain gains truesight of each creature who failed the save until the end of their next turn. On a successful save, they take half damage and not the other effects. 
>


\page


> ### Legendary Actions
> Swain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Swain regains spent legendary actions at the start of his turn.
>
>**Weapon Attack.** Swain makes one attack with *Jormungandr, the Forgotten* . 
>
>**Command Ally.** Swain targets one ally he can see within 30 feet of him. If the target can see and hear Swain, the target can make one weapon attack as a reaction and gains advantage on the attack roll. 
>
>**Frighten Foe (2 Actions).** Swain targets one enemy he can see within 30 feet of him. If the target can see and hear him, the target must succeed on a DC 20 Wisdom saving throw or be frightened until the end of Swain's next turn. 



\page
<style>
  .phb {width: px; height: auto;}              .phb#p1:after {display:none;}
  .centered {width: 45%; margin: auto; display: block;}
</style>

<div class='wide'>
<!-- Item Name -->
### Jormungandr, The Forgotten

<!-- Item Tags -->
*Weapon (longsword), artifact (requires attunement)*
<br/><br/>

<!-- Image of the Item -->
<img src='https://www.medievalcollectibles.com/wp-content/uploads/2019/04/MC-SW-795R.png' class="centered" />

<!-- Credit for Image of Item -->
<div class="centered">
*Credit: Medival Collectibles*
</div>

<!-- Item Description -->
Long ago, an ancient dragon terrorized the land, almost bringing about the destruction of civilization. A group of enchanters gathered together and worked a great magic that tore the dragon's soul from his body, removing the threat. They trapped that soul inside of a block of red obsidian, obsidian being an excellent material to store powerful magics. They then buried it deep in the earth, to never be found again so that his soul could never return to destroy this world. 

Centuries passed, civilizations rose and fell, records lost, and the dragon and his story were forgotten. Dwarves mining deep underground came across a vein of rare red obsidian. The master crafstman who was commissioned to work with it was inspired, although he would later admit to not knowing where that inspiration came from, to mold a wonderful sword out of the material. 

The sword was kept on display, although it was fully battle ready. The fires of the forge had fully awoken the soul of the dragon however, and he was not content to sit upon a wall now that he had a form that would be able to continue his goal of destruction. He pushed his mind out as far he could, but to no avail. Over the years, he learned to control his mental powers more and more, gaining better control over his sword-trapped soul, although he could never get through to the stubborn dwarves that frequented the hall where he hung. 

Eventually, he succeeded in convincing a human from a visiting dignitary to steal off with the sword in the middle of the night. Easily overpowering the weak will of the man, the dragon was once again loosed on the world and has ever since sought the destruction of all races. He constantly seeks out the most worthy wielder, the one who would be capable of bringing his goal to completion. 

***Magic Weapon.*** *Jormungandr, the Forgotten* is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. It also deals an additional 4d6 fire damage on a hit. 

***Power of Fire.*** While attuned to this artifact, you have resistance to fire damage. Also, you can use your action to call forth the *Fire Breath* of an ancient red dragon, creating a 90-foot cone that deals 26d6 fire damage to all creatures inside. They must make a DC 20 Dexterity saving throw, and take half damage on a successful save. You cannot use this again until the next dawn. Every time you use this ability you must make a DC 21 Charisma saving throw. On a failed save, you take 4d10 psychic damage as the dragon's spirit takes over you. You must then attack the closest non-dragon creature to you, and continue until all within your sight are destroyed. This effect does not go away, but can be removed with a *wish* spell or by a *greater restoration* spell, however the caster of the latter must succeed on a DC 19 Arcana check or the spell fails. 

***Flame Quencher.*** While you are attuned to this artifact, nonmagical flames are extinguished within 30 feet of you. 

***Sentience.*** *Jormungandr, the Forgotten* is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet. 

The weapon can communicate telepathically with its wielder, although rarely does, and can speak, read, and understand Common, Draconic, and Dwarvish. 
</div>