"Maellartach does not merely threaten. It simply is. In its presence, there are no lies — only the truth, laid bare like bone." — Inquisitor's Oath Ceremony
A +3 greatsword that deals 2d6 + 3 Radiant damage on a hit. The blade hums with celestial power and sheds dim light in a 10-foot radius. Compelled Truth. When a creature is struck by the Sword, it must succeed on a DC 20 Wisdom saving throw or be magically compelled to answer the next question put to it truthfully. The creature cannot lie by any means — mundane or magical — for 1 minute. This property can be used three times per day. Zone of Truth. While the Sword is drawn, you can use a Bonus Action to emanate a 20-foot-radius Zone of Truth (no saving throw for Nephilim within the area; all others make the usual DC 20 Wisdom save). This effect lasts until you sheathe or drop the weapon. Bane of Darkness. Fiends and undead struck by the Sword have Disadvantage on saving throws until the end of their next turn. If a fiend or undead is reduced to 0 hit points by the Sword, it is destroyed utterly — leaving no body and preventing resurrection by any means short of a True Resurrection or Wish spell. Angelic Compulsion. Once per week, you can cast Geas (DC 20) on a creature you can see within 30 feet without expending a spell slot or components.
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: Bonus: Magic, Damage: Radiant, Nephilim, Heavy, Two-Handed, Graze
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