Weapon (claymore), very rare (requires attunement by a Paladin, or Cleric)

One hundred prayers are carved into the blade of this claymore, each letter etched with extreme reverence. Holy warriors known as Crusaders would venture forth into battle against foul monstrosities using blades like this one.

You have a +2 bonus to attack and damage rolls made with this magic weapon. On a hit, this weapon deals an extra 1d6 Radiant or Fire damage, your choice. This extra damage increases to 3d6 when you are in combat with an enemy creature of one of the following types: Aberration, Fiend, Undead, or Evil Alignment.

Your actions grant you stacks of Fervor; starting at zero when you roll initiative, and resetting to zero when combat ends. Whenever you use your Channel Divinity feature, cast a spell that restores Hit Points or deals damage, or kill a creature of a type listed above, you gain 1 stack of Fervor. You can have a maximum number of stacks of Fervor equal to a combination of your Paladin and Cleric levels at any given time.

Increased Fervor stacks provide the following benefits:

  • For every 2 stacks of Fervor, this weapon glows brighter, shedding Bright Light in a 5-foot Emanation and Dim Light for an additional 5 feet. All creatures, excepting those you choose, lose the Invisible condition, and any effects that mask their true form, if they are within this Emanation.
  • For every 4 stacks of Fervor, your spells roll an additional die for damage and healing respectively.
  • At 10 stacks, you can protect yourself from harm with a Divine Shield as a Reaction until the end of your next turn. While the Divine Shield is active, you are immune to all damage and harmful effects, such as conditions and spells. This can only be done once per day, recharging at dawn.

Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Claymore, you must take the Advanced Weapon Proficiency feat.


This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.

Brutal. This weapon is designed for maximum damage. Brutal weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.

Notes: Damage: Radiant, Bonus: Magic, Paladin, or Cleric, Heavy, Two-Handed, Brutal

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