Weapon (greatsword), legendary (requires attunement)

This weapon receives a +3 to attack and damage.

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 3d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. Additionally attunement to the weapon allows for the expenditure of charges as follows

1 Charge - Deal an additional 1d6 of fire damage.

2 Charges - The flames burn the target, dealing 2d6 damage for 1d4 rounds.

3 Charges - the Flames burn so brightly that they sear the enemy through gaps in their armor. The target you attack has -2 ac to your next attack with Al'Hariq.

Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Damage: Fire, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

Bluvanguard

Comments

Posts Quoted:
Reply
Clear All Quotes