Forged by the divine blacksmith Moridin as a commission from the draconic god Bahamut, this blade is ten feet long from tip to pommel. It shimmers with a light that seems to have no source. The construction of the blade is masterfully done, evident by the fact it appears to be made of a single piece of metal, whose name is now lost to time and only known by the divines themselves. Given this fact, the sword is a great deal lighter than one would expect. The hilt has beautifully carved Norse serpents along either side while the blade has draconic runes running down both faces, seeming to change and shift into different words. Watching closely you can see there are ten words the runes form, though the same word never forms on both faces. Imprinted onto the middle of the cross like hilt is the divine mark of Bahamut which, depending on the thoughts of its wielder, appears to change in the type of metal. Gold, silver, bronze, copper, and brass are the different appearances it takes on. It is said that the materials used to make this divine weapon were an ancient draconic metal only found in Abeir, the shed scales of Bahamut, and the souls of the first metallic dragons.
Proficiency with great weapons allows you to add your proficiency bonus to the attack roll for any attack you make with it. this weapon has reach. This sword has 6 charges. The staff regains 1d6 expended charges daily at dawn. you must have a strength stat of 16 or higher to use this weapon. It has the following additional properties.
Dragons Warmth. This sword grows warm when you are 120 feet or closer to a chromatic dragon.
Detect Wealth. As an action, while holding the sword, you can point this weapon up into the air to detect huge monetary value. Until the next minute, the sword points toward the concentration of gold, jewels, and other valuables within 300 feet that has the highest collective worth. This sword doesn't take into account magic items, and it can't point towards a concentration that is in an antimagic field or is protected from divination magic, as through nondetection.
Draconic Fear. As an action, while holding the sword, you can expend one charge and swing it above your head, producing a sound like an ancient dragon's roar. Each creature of your choice within 30 feet of you that can hear the sound must make a Wisdom saving throw (DC = 8 + your charisma modifier + your proficiency bonus). On a failure, an affected creature becomes frightened until the end of your next turn. While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
Bane of Tiamat. While holding this weapon, you can expend 3 charges and choose a chromatic dragon or abiashi within 60 ft. of you. The target must make a DC 17 Constitution saving throw against this magic. On a failed save, it is restrained as its flesh begins to harden into platinum. On a successful save, the creature isn't affected. A creature restrained in this way must repeat the Constitution saving throw at the end of each of its turns. If it successfully makes that save three times, the effect ends for it, and it stops being restrained. If it fails its saves three times, it is turned to platinum and subjected to the petrified condition for 24 hours, or until greater restoration, remove curse, or similar magic is cast on it. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
Sentience. Bahamut's Unspoken Council is a sentient lawful good weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. this weapon can speak, read, and understand Common and Draconic. It can communicate with its wielder telepathically. Its voice is a collection of five different voices speaking in unison.
Personality. Bahamut's Unspoken Council is the vessel that holds the souls of the first-ever metallic dragons, of one of each type of metallic dragon, is held within this blade. though they all seem to act as if they are one entity there are some times fractures or separations between each dragon's mind, at one moment they could all be in harmony but the next the sword starts to speak to you as a bronze or copper dragon would. Even though each being within this blade has different goals they all have one purpose, to rid the world of chromatic dragons and their god, Tiamat. If you make a deal with speak to a chromatic dragon Bahamut's Unspoken Council will likely have a conflict with you and will suppress the abilities it gives you, but if you spare the life of a chromatic dragon while using Bahamut's Unspoken Council it will not allow you to attune to it any longer until you can find a way to resolve the conflict or give a true reason as to why the chromatic dragon's life was spared.
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: Weapon Property: Reach, Weapon Property: Two-Handed, Dragonborn, Sentient, Heavy, Two-Handed, Graze
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