Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this weapon. Its attacks are magical.
Vorpal. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head.
A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has Legendary Actions, or the GM decides that the creature is too large for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
God Butcher. When you hit a creature that the DM determines to be a god, the attack deals an additional 2d10 necrotic damage.
Sentience. All-Black is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate telepathically with its wielder. Its voice is deep and echoing. While you are attuned to it, All-Black understands every language you know.
Soul Eater. When you reduce a creature to 0 hit points with All-Black, the symbiote can consume its soul. When it does, you regain hit points equal to the creature's CR + your proficiency bonus.
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: Necrotic, Bonding, Damage, Combat, Versatile, Sap
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