Roukanken (5e Equipment)

Back to Main Page 5e Homebrew Equipment Artifacts

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Touhou Project franchise, and/or include content directly affiliated with and/or owned by Team Shanghai Alice. D&D Wiki neither claims nor implies any rights to Touhou Project copyrights, trademarks, or logos, nor any owned by Team Shanghai Alice. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Roukanken and its sheathe, side-by-side.

Weapon(katana), artifact (requires attunement by a creature with a Wisdom score of 15 or higher)

A blade forged by an unknown youkai, the sword Roukanken is said in legends to be capable of destroying ten spirits in one stroke. However, despite the legends surrounding this formidable weapon, no one knows the truth, as not only is the smith who forged it unknown, but no one has ever attempted to fight spirits with it; most who find this blade have found its unbreaking edge more than effective enough at killing the living rather than the dead.

This katana has a blade that is among the longest of katana, but otherwise appears normal at a glance. However, upon closer inspection, the blade can be observed to be flawless, without blemishes, and with a cutting edge so fine it could split a single hair into several strands. The blade is completely rust-free, and does not stain. The hilt's grip is perfect, and the weapon in its entirety is extremely lightweight. The sheathe is black with three red bands near the end that the blade is inserted, some spacing between them. The other end of the sheathe displays ornate, oriental cloud patterns in pink. For some reason, also at the tip of the sheathe, a half-bloomed pink flower of some sort has been tied in place, reasons unknown. Despite one's best efforts, the flower is apparently irremovable.

When attuned to this weapon, one who holds it in their hands is given the faint sense that nothing can stand in their way.

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Magic Weapon. An attuned creature gains a +3 bonus to attack rolls and damage rolls with this weapon.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Ultimate Edge. When you are wielding this weapon in one hand, it deals 3d8 slashing damage instead of the slashing normal for a katana, its versatile damage is 3d10, it scores a critical hit on a roll of 19 or 20, its damage ignores damage resistance and damage immunity to slashing damage, and when you land a critical hit with it, you double the attack's damage instead of rolling for critical damage.

Fatal Draw. While you have this weapon sheathed and one hand free, you may use your reaction to make a special attack with this weapon if one of the two following conditions are met:

  • A hostile creature moves within this weapon's reach.
  • You enter within this weapon's reach of a hostile creature on your turn after taking the dash action.

When you make this special attack, you quickly draw this weapon and slash at the target. You must attack with this weapon in one hand, not two, for this attack. The special attack has the following extra properties in addition to a normal weapon attack from this weapon:

  • The attack roll is made with advantage, and scores a critical hit on a roll of 18, 19, or 20.
  • On a critical hit, the attack deals its maximum damage instead of rolling.

If you have drawn this weapon after rolling for initiative, you may spend your action on your turn to sheath it again. You must spend your action to sheath it in this way in order to be able to use this special attack again in the same combat encounter.

Variant: Progressive Roukanken

Becoming Accustomed to Roukanken

One does not simply pick up and wield Roukanken like a master. Not even attuning to the weapon is enough to unlock its full potential. One who attunes to Roukanken must learn to properly wield the blade before its true power can manifest, and this takes time, training, experience, and wisdom. When attuned to this weapon, the wielder begins with it in its sealed form. At certain levels, or after enough time has passed, or otherwise after certain story progression has been achieved (all at DM discretion), then the Roukanken will progress to its next form, eventually becoming The Unleashed Blade Roukanken. Recommended levels are listed for each form.

Sealed Roukanken

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Strengthened Steel. Unlike a normal katana, this weapon's versatile damage is 2d8 rather than 1d10.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Unbreaking Will. As a bonus action on your turn, you may regain a number of hit points equal to 1d10 + your character level. Once you've done this, you can't do so again until you finish a long rest.

Fading Seal Roukanken

Recommended Level: 7th Level

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Strengthened Steel. Unlike a normal katana, this weapon's versatile damage is 2d8 rather than 1d10.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Unbreaking Will. As a bonus action on your turn, you may regain a number of hit points equal to 1d10 + your character level. Once you've done this, you can't do so again until you finish a long rest.

Warrior's Spirit. On your turn, you can choose to take one additional action on top of your regular action and a possible bonus action. Once you have done this, you must finish a long rest before you can do so again.

Swift Blade. When you are hit by a ranged weapon attack, you may use your reaction to try and cut the projectile in half. Make a weapon attack with this weapon against the projectile (16 AC). On a success, the hit is instead treated as a miss and the projectile is destroyed. You must be holding this weapon in at least one hand to use this.

First Seal Released Roukanken

Recommended Level: 10th Level

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Honed Steel. As you become more accustomed to this weapon, you feel its real power begin to seep out slightly. Now, when you are wielding this weapon in one hand, it deals 2d8 slashing damage instead of the slashing normal for a katana, and its versatile damage is now 2d10. Additionally, this weapon now has a +1 bonus to attack and damage rolls you make with it.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Unbreaking Will. As a bonus action on your turn, you may regain a number of hit points equal to 1d10 + your character level. Once you've done this, you can't do so again until you finish a long rest.

Warrior's Spirit. On your turn, you can choose to take one additional action on top of your regular action and a possible bonus action. Once you have done this, you must finish a long rest before you can do so again.

Swift Blade. When you are hit by a ranged weapon attack, you may use your reaction to try and cut the projectile in half. Make a weapon attack with this weapon against the projectile (16 AC). On a success, the hit is instead treated as a miss and the projectile is destroyed. You must be holding this weapon in at least one hand to use this.

Clashing Blades. When a creature you can see targets you with a melee weapon attack, as a reaction you may choose to contest the attacker's roll with an attack roll with this weapon instead of using your AC. If your attack roll beats the attacker's, then the incoming attack misses and as part of the same reaction, you may choose to use this weapon to make a melee weapon attack against the attacker with disadvantage. You must be holding this weapon in at least one hand to use this.

Second Seal Released Roukanken

Recommended Level: 14th Level

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Ultimate Steel. As your familiarity with this weapon increases further, the true extent of the blade's power grows ever closer to unveiling itself. Now, when you are wielding this weapon in one hand, it deals 3d8 slashing damage instead of the slashing normal for a katana, its versatile damage is now 3d10, and it now scores a critical hit on a roll of 19 or 20. Additionally, this weapon now has a +2 bonus to attack and damage rolls you make with it.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Unbreaking Will. As a bonus action on your turn, you may regain a number of hit points equal to 1d10 + your character level. Once you've done this, you can't do so again until you finish a long rest.

Warrior's Spirit. On your turn, you can choose to take one additional action on top of your regular action and a possible bonus action. Once you have done this, you must finish a long rest before you can do so again.

Swift Blade. When you are hit by a ranged weapon attack, you may use your reaction to try and cut the projectile in half. Make a weapon attack with this weapon against the projectile (16 AC). On a success, the hit is instead treated as a miss and the projectile is destroyed. You must be holding this weapon in at least one hand to use this.

Clashing Blades. When a creature you can see targets you with a melee weapon attack, as a reaction you may choose to contest the attacker's roll with an attack roll with this weapon instead of using your AC. If your attack roll beats the attacker's, then the incoming attack misses and as part of the same reaction, you may choose to use this weapon to make a melee weapon attack against the attacker with disadvantage. You must be holding this weapon in at least one hand to use this.

Fatal Draw. While you have this weapon sheathed and one hand free, you may use your reaction to make a special attack with this weapon if one of the two following conditions are met:

  • A hostile creature moves within this weapon's reach.
  • You enter within this weapon's reach of a hostile creature on your turn after taking the dash action.

When you make this special attack, you quickly draw this weapon and slash at the target. You must attack with this weapon in one hand, not two, for this attack. The special attack has the following extra properties in addition to a normal weapon attack from this weapon:

  • The attack roll is made with advantage, and scores a critical hit on a roll of 18, 19, or 20.
  • On a critical hit, the attack deals its maximum damage instead of rolling. Additionally, you do not add any extra critical damage in this case.

If you have drawn this weapon after rolling for initiative, you may spend your action on your turn to sheath it again. You must spend your action to sheath it in this way in order to be able to use this special attack again in the same combat encounter.

The Unleashed Blade Roukanken

Recommended Level: 17th Level

Lightweight Frame. This weapon weighs 2 lbs. and has the finesse, light, and versatile properties.

Long Blade. Due to this weapon's long blade, it also has the reach property.

Insurmountable Edge. With seemingly endless time and training in using this weapon, it has finally revealed to you its true colors. When you are wielding this weapon in one hand, it deals 3d8 slashing damage instead of the slashing normal for a katana, its versatile damage is 3d10, it scores a critical hit on a roll of 19 or 20, and it now has a +3 bonus to attack and damage rolls you make with it. Additionally, this weapon's damage now ignores damage resistance and damage immunity to slashing damage, and when you land a critical hit with this weapon, you double the attack's damage instead of rolling for critical damage; this effect also applies to the critical hits of Fatal Draw.

Unbreakable Edge. This weapon cannot be broken by any known means. Additionally, if it would be targeted by an effect that would destroy a weapon, such as a Rust Monster's Rust Metal trait or Antennae action, it instead ignores it.

Unbreaking Will. As a bonus action on your turn, you may regain a number of hit points equal to 1d10 + your character level. Once you've done this, you can't do so again until you finish a long rest.

Warrior's Spirit. On your turn, you can choose to take one additional action on top of your regular action and a possible bonus action. Once you have done this, you must finish a long rest before you can do so again.

Swift Blade. When you are hit by a ranged weapon attack, you may use your reaction to try and cut the projectile in half. Make a weapon attack with this weapon against the projectile (16 AC). On a success, the hit is instead treated as a miss and the projectile is destroyed. You must be holding this weapon in at least one hand to use this.

Clashing Blades. When a creature you can see targets you with a melee weapon attack, as a reaction you may choose to contest the attacker's roll with an attack roll with this weapon instead of using your AC. If your attack roll beats the attacker's, then the incoming attack misses and as part of the same reaction, you may choose to use this weapon to make a melee weapon attack against the attacker with disadvantage. You must be holding this weapon in at least one hand to use this.

Fatal Draw. While you have this weapon sheathed and one hand free, you may use your reaction to make a special attack with this weapon if one of the two following conditions are met:

  • A hostile creature moves within this weapon's reach.
  • You enter within this weapon's reach of a hostile creature on your turn after taking the dash action.

When you make this special attack, you quickly draw this weapon and slash at the target. You must attack with this weapon in one hand, not two, for this attack. The special attack has the following extra properties in addition to a normal weapon attack from this weapon:

  • The attack roll is made with advantage, and scores a critical hit on a roll of 18, 19, or 20.
  • On a critical hit, the attack deals its maximum damage instead of rolling. Additionally, you do not add any extra critical damage in this case.

If you have drawn this weapon after rolling for initiative, you may spend your action on your turn to sheath it again. You must spend your action to sheath it in this way in order to be able to use this special attack again in the same combat encounter.


This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.