You can use a bonus action to command this sword (in Abyssal) to assume an element available to it, causing fire, cold, poison, acid, psychic, necrotic, radiant, lightning or thunder to erupt from the blade. This elemental effect will glow, sheding bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is elementally infused in this manner, it deals an extra 2d6 damage of the chosen element to any target it hits. The effect lasts until you use a bonus action to command the sword again or until you drop or dismiss the sword.
This sword will devour the soul of anything that dies in close proximity to it (an 80-foot radius) and can also devour other magical weapons (a 2-foot radius). The following improvements are gained by devouring in this way:
+1 magic sword (Devour 10 souls)
+2 magic sword (Devour 100 souls)
+3 magic sword (Devour 1000 souls)
Element access (Devour a magical weapon with the given element e.g. Flame Tongue or Icebrand)
(Note this devour ability requires and replaces the pact of the blade abilities, Ammit acts as your pact weapon)
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: Damage: Fire, Damage: Cold, Damage: Poison, Damage: Acid, Damage: Psychic, Damage: Necrotic, Damage: Radiant, Damage: Lightning, Damage: Thunder, Bonus: Magic, Bonus: Magic, Bonus: Magic, The sword will start as a +3 magic weapon. The DM or player should use the override feature in the users Character Sheet to change the attack and damage bonus to -3, -2, -1 and finally set them to 0 when the sword has absorbed 1000 souls., Hexblade Warlock, Damage, Combat, Versatile, Sap
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