Luck Blade 5e: Full Guide, DM and Players’ Wishes Granted

Last Updated on November 13, 2023

Luck Blade

Weapon (any sword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges

From the Basic Rules, p. 179

What Is a Luck Blade?

A luck blade is a magical sword of any type that grants +1 to attack, damage, and saving throws. In addition, a luck blade has 1d4-1 charges that can be used to cast wish. These charges do not replenish under any circumstance.

Simply put, this weapon is an artifact weapon that grants you limited access to a 9th-level spell. Yes, 9th LEVEL. That is a lucky find.

Right off the bat, we can see that this enchantment can work with any sword at all, and it grants you a +1 to attack and damage.

Here is a quick chart for swords:

SWORD TYPEBASE DAMAGEABILITY MODIFIER
Great sword2d6 SlashingSTR
Longsword1d8 (1d10 Versatile) SlashingSTR
Shortsword1d6 SlashingDEX
Rapier1d6 PiercingDEX
Scimitar1d6 SlashingDEX

Swords are the most commonly used weapon in Dungeons and Dragons 5e. They are lightweight for the amount of damage they deal and can fit with most flavor choices.

So, even without the wish ability, a consistent +1 magic sword is nothing to dismiss

 Not to mention the +1 to all saving throws, granting you that extra bit of fortune to keep you safe in a harrowing moment.

Let’s talk a minute about the wish spell.

Wish 

  • LEVEL: 9th
  • CASTING TIME: 1 Action
  • RANGE/AREA: Self
  • COMPONENTS: V
  • DURATION: Instantaneous
  • SCHOOL: Conjuration
  • ATTACK/SAVE: None
  • DAMAGE/EFFECT: Buff (…)

From the Basic Rules, p. 288:

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to 20 creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to 10 creatures that you can see resistance to a damage type you choose.
  • You grant up to 10 creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life-drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible.

The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you.

After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way.

In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.

Finally, there is a 33% chance that you are unable to cast wish ever again if you suffer this stress.

That’s it for today, folks.

Roll on, roll high, and roll often.

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