Malice, True Chaos Incarnate
By combining Arthur's Armor, Blade and Malice himself into one. Chaos now truly taken hold of power itself. Now with the armor, Malice and the user can be one being, one entity in existence
Action
Death Intent: Anyone within 30ft of you must make a WIS save or become frightened of you for 2 rounds
Reaction
Spell attack rolls or having to make a saving throw against a cursed technique/spell with the range of a line, you may negate the attack completely with your Inverted Spear of Heaven
Passive
After dealing 40hp against a target with this blade, add an additionally 1d8 to the damage roll
Ignore disadvantage on attack rolls
Curse
True Malice: Bloodlusted against anyone nearby if you fail a WIS save against DC 40 at random times
Armor
AC: 25 (+1 for every 75 souls)
Revenant's Vengeance: If the wearer is reduced to 0 hit points, they can choose to instead drop to 1 hit point, fueled by the fury of the souls within. This ability can be used once per long rest
Soulbound Resilience: The armor grants resistance to necrotic damage and immunity to being frightened
Soul Shield: The armor provides additional protection by absorbing damage into the bound souls. Once per long rest, the wearer can negate a critical hit and lose 7 souls
Blade
+5+STR+Proficiency to hit; 10ft; Magical 6d12+STR+Proficiency+5 slashing + 6d8 necrotic/psychic
Razrez Dushi: Make a weapon attack, expending 15 souls. The attack damages the very essence of their soul, lowering their max hp by 8d12 until a long rest, or usage of a greater restoration or wish, stacks
Soul Siphon: When you deal damage with this sword, you regain hit points equal to the necrotic damage dealt
Soul Release: As an action, you can release all trapped souls to create a devastating wave of necrotic energy. Each creature in a 30-foot radius must make a Dexterity saving throw or take (# of souls)d10 necrotic damage. On a successful save, they take half damage. The souls are consumed in the process
Seele Bewahren: After killing someone, preserve their soul in the blade or armor; Blade: +1d12 force damage per soul, Armor: +20 HP regained
It dissappears once its used
Malice Chaos Form
To hit: +5+STR+WIS+Proficiency
Damage: 8d12+STR+WIS+Proficiency+5 slashing+8d8 necrotic/psychic
Special
Bypasses immunities for slashing, necrotic and psychic
Raging Malice: After using Malice 3 times in a fight, you gain ADV on your attack rolls along with an extra +3 to hit and extra attack, but can't use spells for the time being
Chaotic Hunger: As a reaction, absorb an incoming spell into your blade. It will the turn it in to Chaos Magic which you can inflict on one creature you hit per short rest
Curse
When under the affects of True Malice, you gain a +3 to hit allies and only true death stops you