You have a +1 bonus to attack and damage rolls made with this magic weapon.
Artar, First Ray of Dawn is a sentient weapon lawful good weapon with an Intelligence of 10, a Wisdom of 16, and a Charisma of 14. It has hearing and normal vision out to 30 feet.
Artar communicates by transmitting emotion to the creature carrying or wielding it.
Artar's purpose is to quell evil. Threats that look to bring about the destruction of civilization or engulf innocent lives concern Artar greatly. If Artar feels as though it's current wielder has intentionally allowed evil to persist then it may cease it's attunement with it's wielder upon which it acts like an ordinary greatsword.
Artar looks as though it was pulled from a stained glass window with a silver blade highlighted by a golden yellow gleaming from the edge. it is transparent allowing light to pass through and refract off the surfaces.
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: Bonus: Magic, swearing to keep a vigilant watch, to root out darkness and bring the light of day to the world as the first rays of dawn rise into the sky., Damage, Combat, Heavy, Two-Handed, Graze
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