I absolutely enjoyed playing Dak’kon in Planescape: Torment. Dak’kon did for the Githzerai what Drizzt Do’Urden did for the Drow. So I decided to make a Karach blade compatible for 5e D&D.
I have taken into account past editions of Githzerai entries, studied the fifth edition Monster Manual Githyanki “Silver Sword” entry, and then I gave a huge nod to Dak’kon’s blade during the making of this 5e magic weapon. I consider the result to be well balanced for game play. In fact, you can even give this sword to the character at 3rd level if you wish. Better yet, have the characters do a small side quest to rescue and retrieve the blade from capture.
This blade was created to be in the hand of a 3rd level or higher Githzerai monk, thus the rare tag in the description, because at 3rd level the Karach is nothing more than a normal shortsword that can teleport back into your hand if you lose it, exactly like the weapon bond ability an Eldritch Knight has at the same level. The blade grows in strength with the Zerth monk’s level advancements, which should help encourage motivation and hopefully make the character more valuable to the player. The blade can also be altered to work with an Eldritch Knight Fighter in case you wish to have a character exactly like Dak’kon, who was originally a fighter/mage. Just switch the sword to a longsword and change the damage increase accordingly starting from 1d8 up to a 2d6 maximum…
…anyways… here is the entry…
Weapon (shortsword), rare (requires attunement by a Githzerai Zerth)
“Karach” roughly translates to “Chaos Matter”. It is a special substance that is shaped by its user’s will. This type of blade is significant to the Githzerai people. Those who know the words of Zerthimon are Zerth. They are fit to carry the blades, though they are only entrusted to those who are most capable and possess immense self-discipline.
While attuned, you can never be disarmed of this weapon unless you are incapacitated. If it is on the same plane of existence, you can summon this weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Attunement increases with the wielders level advancement. You gain a +1 bonus to attack and damage at level 5 with a damage dice increase of 1d8, it then becomes a +2 bonus at level 11 with damage dice increased to 1d10, and finally a +3 bonus at level 17 with a damage die maximum of 1d12. The damage type for this weapon is normally piercing, but all critical rolls are considered psychic damage, if applicable, regardless of power level.