You have a +2 bonus to attack and damage rolls made with this magic weapon.
It deals an extra 1d6 radiant damage to any target it hits.
When using this weapon to deal the killing blow to an enemy of evil alignment, you may expend a spell slot to gain a number of charges equal to the spell slot. This weapon has a maximum of 3 charges.
When using Divine Smite with this weapon, you may expend charges from it instead of expending a spell slot. The number of charges expended equals the level of spell slot you would use for Divine Smite. On a critical hit in which you use 1 or more charges for Divine Smite, roll a d4. On a 4, the expended charges are recharged.
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: Bonus: Magic, Damage: Radiant, All charges are removed if the item becomes unattuned., Paladin of Good Alignment, Damage, Combat, Versatile, Sap
Previous Versions
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11/5/2019 2:34:10 AM
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22
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1.2
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Coming Soon
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Posted Nov 5, 2019Minor update to previous version, but added artwork as well. Notes about the item for clarification:
Just in case the ability on this seems confusing, here's some additional clarification: it's essentially a battery for Divine Smite. When you kill an evil creature, you can choose to transfer your divine essence (spell slots) into this weapon. Then later on, you can fuel your Divine Smites with the charges from this weapon rather than your active spell slots.
You are sacrificing the versatility of using your spell slots "as spells" on Day 1 in hopes that you can enter Day 2 with more overall Divine Smites. You can still use the charges on day 1 for Divine Smite...so if you are the type of player that tends to use ALL your spell slots for Divine Smite...there isn't any obvious drawback to this ability.
Additionally, you can get more versatility out of your power level and number of Divine Smites by transferring them into charges. 1 single level 3 spell slot transferred into this weapon does not have to be used as a lvl 3 Divine Smite. Once the charges are on the weapon, you could chose to do 3 level 1 Smites if you desired....essentially getting 3 weaker Smites out of that single higher level spell slot. And the reverse is true as well....if you transferred 3 level 1 spells slots into this weapon, you could use them for 1 bigger, level 3 Divine Smite.
Lastly, on a Critical Hit in which you used charges to fuel Divine Smite, you get a 25% chance it turns into a "free" Divine Smite, because you can get the expended charges back.