Witherclaw is a six and a half foot +2 magic greatsword with a vicious, jagged, thin, slightly curved blade made of a blackish stone. Its surface is etched with twisted and malicious looking runes that seem to pulse and writhe with a hungry red glow. The blade gives off a hungry and malicious aura.
You can use a bonus action to speak this magic sword's command word, causing red and black flames to erupt from the blade. These flames shed magical darkness in a 40-foot radius and darkness for an additional 40 feet. While wielding Witherclaw the wielder can see in the magical darkness it creates and gains darkvision if they do not already possess it. While the sword is ablaze, it deals an extra 2d6 necrotic damage to any target it hits. The target's maximum hit points are reduced by an amount equal to the necrotic damage dealt to them by Witherclaw. On a critical hit, Witherclaw deals an additional 2d12 necrotic damage (these dice are not multiplied as part fo the critical) the wielder gains temporary hit points equal to the necrotic damage inflicted on the the attack.
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: Necrotic, Bonus: Magic, Damage: Necrotic, Damage, Combat, Heavy, Two-Handed, Graze
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