This ornate glass bottle contains swirling amber liquid. As a bonus action, you remove the cork and manifest Amberbrand, a blade of golden force.
Whenever you hit with this weapon, it deals an additional 2d6 poison damage.
Amberbrand has 5 charges and regains 1d4 + 1 expended charges each day at dawn.
Drunken Seal. When you hit a creature with Amberbrand, you can expend 1 charge to force it to make a DC 17 Wisdom saving throw. On a failed save, the creature is sealed within The World of Drunken Dreams for 7 days.
While sealed:
- The creature is removed from play.
- It doesn't age and requires no food, drink, or air.
- It is unaware of the passage of time, wandering endless drunken dreams.
At the end of the 7 days, the creature reappears in the nearest unoccupied space to where it was sealed.
A creature can also be released early by the attuned wielder as an action while holding the bottle.
After succeeding on this saving throw, a creature has advantage on future saving throws against Amberbrand's Drunken Seal.
Amberbrand has the Finesse property and grants a +3 bonus to attack and damage rolls made with it.
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, Weapon Property: Finesse, Damage, Combat, Versatile, Sap
Previous Versions
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6/30/2026 3:59:08 AM
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Coming Soon
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