Weapon (longsword), legendary (requires attunement)

This longsword appears to be forged from a single, seamless piece of platinum-infused glass. It is incredibly heavy, yet perfectly balanced. The blade is so polished that it doesn't just reflect the world around it; it reflects the "true nature" of things. When the wielder calls upon their divine power, the blade glows with a blinding, prismatic light. 

  • Magic Weapon: You have a +2 bonus to attack and damage rolls made with this magic weapon.
  • Searing Truth: On a hit, the weapon deals an extra 1d8 Radiant damage. If the target is a Shapechanger (like Fival) or an Illusionist, this extra damage increases to 2d8.
  • Aura of the Glass Eye: While you are holding this sword, your Divine Sense feature is amplified. You can detect Celestial, Fiend, or Undead creatures within 120 feet (instead of 60), and you can see through magical darkness and invisibility within 10 feet of you.

Special Ability: Refracting Smite The Paladin can use the properties of the mirror blade to split their holy light. When you hit a creature with a melee weapon attack and expend a spell slot to use your Divine Smite, you can choose to "Refract" the radiant energy.

  • Instead of dealing the radiant damage to just the primary target, the radiant damage is split.
  • The primary target takes the normal weapon damage + half the rolled Divine Smite damage.
  • Beams of light arc from the blade to up to two other enemies within 30 feet. These enemies take the other half of the Divine Smite damage automatically (no save).

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, The Mirror’s Judgement (1/Day) As an Action, you thrust the blade into the ground. A cylinder of mirrored light (20-foot radius, 40-foot high) surrounds you for 1 minute. • Enemies inside the cylinder cannot benefit from Invisibility or Illusions. • Any hostile creature that starts its turn in the cylinder must make a DC 16 Charisma saving throw. On a failure, they are Blinded by their own sins reflecting off the walls of light until the start of their next turn. , Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

ZacharyBarnes

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