This heavy, notched blade is forged from dark, unreflective iron that constantly sheds a faint drift of cold, grey ash. When gripped by an attuned wielder, tendrils of purple shadow wrap around the forearm, and the blade crackles with malicious, dark energy.
Base Traits
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Corrupted Edge. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
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Wither and Waste. When you hit a creature with this weapon, the attack deals an extra 1d8 necrotic damage.
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Darkness (1/Day). As an action, you can slam the tip of the blade into the ground to release a 15-foot radius cloud of darkness.
Sentience
The Greatsword of Ash is a sentient chaotic evil weapon.
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Mental Stats: Intelligence 12 (+1), Wisdom 14 (+2), Charisma 16 (+3)
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Communication: Telepathically with its wielder in a rasping, military cadence.
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Senses: Hearing and darkvision out to 120 feet.
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Purpose: The blade was forged to conquer. It despises weakness, retreats, and mercy, constantly pushing its wielder to dominate.
The Commander's Burden (Cursed)
This weapon is cursed. Attuning to it extends the curse to you, and you cannot willingly unattune from it unless targeted by a remove curse spell.
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Grave Call. Your skin becomes pale and cold. You no longer require food or drink, and you have disadvantage on Charisma (Persuasion) checks against living, non-undead creatures.
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Whispers of Tyranny. Whenever you finish a long rest, the residual spirits trapped within the blade flood your mind with aggressive tactical strategies, forcing you to make a DC 12 Charisma saving throw.
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On a success: You successfully master the blade's dark thoughts and channel them into clarity, gaining Inspiration.
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On a failure: A sudden, dark impulse overrides your thoughts. Roll a d20 on the table below; you are magically compelled to execute that action at the first available opportunity before your next long rest.
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d20The Compulsion / Urges:
1 Bloody Execution: The next time a foe drops to 0 HP near you, you must use your next attack or action to strike their unconscious body.
2 No Retreat: You cannot take the Disengage or Dodge action for the rest of the next combat encounter.
3 Ruthless Command: You demand an ally do something dangerous. If they refuse, you must use your reaction or next bonus action to berate or shove them.
4 Terrifying Glare: You must lock eyes with a friendly NPC and state exactly how easily you could destroy them, making an Intimidation check.
5 The Weak Fall: If an ally drops to 0 HP, you cannot heal them, help them, or defend them until they make at least one death save.
6 Ashen Mark: You compulsively smear cold ash from the blade onto your own face, or onto the face of a sleeping companion.
7 Take by Force: The next time you want a mundane item from a merchant or NPC, you must attempt to steal or intimidate them for it rather than paying.
8 Cull the Weak: You feel an intense loathing for a harmless small animal (bird, rat, stray dog) and must go out of your way to kill it.
9 Claim the Crown: You must sit in the grandest chair or throne in the room, refusing to let anyone else sit there.
10 Cold Comfort: An ally expresses fear or sorrow; you must mock them openly or harshly tell them to shut up.
11 Vandal of History: You must deface a beautiful piece of art, a holy symbol, or a book that praises mercy or peace.
12 Dark Soliloquy: You spend the next short rest speaking aloud to the blade, drawing worried looks from your companions.
13 Glutton for Punishment: You must purposely draw an attack of opportunity from a foe during combat just to prove you can take it.
14 Demonic Cadence: Your voice drops an octave and echoes slightly for the next hour; you can only speak in strict military commands.
15 Blood Tax: You must cut your own palm on the blade, taking 2 necrotic damage, to "feed" it before you can sleep.
16 Trophy Collector: You must cut off a small token (a finger, a horn, a badge) from the last creature you killed and pocket it.
17 Unblinking: You refuse to look away from anyone speaking to you, staring at them with wide, unblinking, predatory eyes.
18 Mocking Echo: When an enemy misses you in combat, you must use your reaction to laugh maniacally, forcing them to make a DC 12 Wisdom save or be taunted.
19 Iron Grip: The next time you shake hands or touch an NPC, you squeeze painfully hard until they pull away.
20 Total Subjugation: In combat, you must use your first attack to shove a creature prone and step on their chest, holding them down.
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: Necrotic, Requires Attunement, Damage, Combat, Heavy, Two-Handed, Graze
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