Soulkeeper
Soulkeeper
Soulkeeper

Biographical info
| Previous name | Evader |
| Age | 140 |
| Date of creation | ~218 |
| Place of creation | ?? |
| Status | Alive |
Other info
| First appearance | Session 12, 17. Sword in the ruins |
| Song | Hearing Damage by Thom Yorke |
Once a sword named Evader, now an amnesiac sentient blade capable of altering space and making the wielder nigh immortal.
This 140 year old obsidian-edged sword seems to hold some form of sentience within. Though the weapon has been restored, the sentience is still shattered in pieces. There's much to be discovered there. Until it understands itself, it will be reluctant to share any or some of its properties with the wielder.
It has the following known properties:
+2 to attack rolls and damage with this sword.
This sword has 25 energy. Using abilities uses energy.
- Warping: The obsidian edge is able to cut through the planar fabric, causing distance to be altered. You can cast misty step at will by stabbing the air in front of you with proper form. You can pull a creature or object up to 30ft away to the space directly in front of you so long as that space in unoccupied by cutting the air between the you and the creature/object. Using each of these abilities costs 1 energy.
- You can stab the sword into the ground and say "evade", the sword's keyword. A purple rune will appear in a 5ft area around the stab. Stabbing into the ground again at any point will bring you and any object you're carrying, as well as any objects or creatures inhabiting the same space as you of your (or the sword's) choice back to this rune, so long as it's within 500ft of you. Creating a rune costs 3 energy, and teleporting to an existing rune costs 2 energy. Runes disappear when you say the command word again or exit 500ft (or 1000ft if the range is doubled when creating the rune) For triple the sword's normal energy cost, you can double the range of any of these abilities.
- Medium: Allows the wielder to commune with and be possessed by spirits and otherworldly entities. The sword casts a divination based on the circumstances of the scene and the area around it, to commune with the dead or otherworldly spirits, allowing you to gain insight on your situation, should the circumstances be right. This information is usually vague and indirect, and may not always be more than you already know. Energy cost will be equal to the level of divination the sword deems necessary for the situation. (anywhere from 1-9 energy, which will be known to you once the divination has ended.)
- Mortal: The sword, unlike most magical items of its type, is alive. It can die, though such a thing is still difficult to cause. While attuned to the sword, the wielder is functionally nigh immortal. (You are unable to age, and have resistance to most Bludgeoning, Piercing, Slashing, and Fire damage.) However, If the sword is destroyed while you're attuned to it, so is your soul. The sword has the same resistances as its wielder, and is immune to fire, poison, and psychic damage. Any time the sword takes damage, you take half that damage. However, damage you take does not affect the sword.
The sword is able to control when and how much of its properties you are able to use freely. So be agreeable to it, and it will grant you power. Harm it, and it can revoke it. The sword has been missing a pommel since it was forged, and it seems incomplete without it.
Fathom's sword.