Cutting Edge: When you attack with Aerondight and hit, maximize the weapon damage dice against the target. When you attack a creature with Aerondight and roll a 20 on the attack roll, that target takes an additional 4d6 slashing damage. On a critical hit, roll a Dexterity check against the target's AC - If you beat it, you sever off one of the target's limbs, assuming it has any. In addition, you can say "Lumos" to cause Aerondight to shed bright light in a 10ft radius, and dim light for an additional 10ft. Saying "Lumos" or sheathing Aerondight puts out the light.
Terror: Aerondight has 3 Terror Charges. While holding the blade handle, you can spend 1 charge to release a wave of terror. Each creature of your choice in a 30ft radius of you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. The effect ends early if you become incapacitated or otherwise disarmed. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30ft of you. It also cannot take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere to move, it can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Aerondight regains 1 expended charge daily, at dawn.
Warning: Aerondight warns you of immenent danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30ft of you can't be surprised, except when incapacitated by something other than non-magical sleep. The weapon silently awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Wounding: Hit Points lost to this weapon's damage can only be regained through a short or long rest, rather than by regeneration, magic or other means. Once per turn, when you hit a creature with an attack from Aerondight, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you wounded it. It can then make a DC 15 Constitution saving throw ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or another creature within 5ft of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on itself on a success.
Holy Avenger: You gain a +3 bonus to attack and damage rolls made using Aerondight. When you hit a Fiend or Undead with Aerondight, that creature takes an additional 2d10 Radiant damage. While you hold Aerondight, drawn from its scabbard, it creates an aura in a 10ft radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.
Frost Brand: When you hit a creature with an attack with Aerondight the target takes an additional 1d6 Cold damage. In addition, while Aerondight is on your person, you have resistance to all fire damage. In freezing temperatures, Aerondight sheds bright light in a 10ft radius, and dim light for an additional 10ft. When you draw Aerondight, you can extinguish all non-magical flames within 30ft of you, but only once per hour.
Proficiency with a Longsword 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Melee Weapon Attack: Slashing, Damage: Melee Weapon Attacks, Versatile, Sap
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