A greatsword deeply infused with energy from the elemental plane of air, Aersever is a powerful weapon. Accompanied by a gust of wind with each motion, creatures that encounter a wielder of this blade never forget it.
You gain a +3 bonus to attack and damage rolls with this magic weapon. Each attack you make with this blade deals an additional 2d10 thunder damage. Upon a hit, if the target is of a size of large or smaller, they must succeed on a Dexterity saving throw or be pushed back 5 feet. The DC for this save is equal to 10 + your strength modifier + your proficiency bonus.
When you attack with this weapon, you are allowed to make a special ranged attack roll. On a hit, the target suffers the same effects as if they were hit by a normal melee attack, with the exception of the slashing damage. The magic bonus now applies to the thunder damage. This has a range of 10/30.
At the beginning of combat, you can make an additional attack with this weapon, as a burst of wind pushes the blade out of its sheath. This can be done once per short rest.
As an action, you can plunge this weapon into the ground, releasing a blast of air when you pull it out. This launches you up into the air 60 feet. All creatures within a 60ft. sphere of the point where you used your action must succeed a Dexterity saving throw or be push back to the edge of the sphere. Until you land, you are also under the effect of the feather fall spell. As a bonus action after taking this action, you can move horizontally in a direction of your choice, as another gust of wind pushes you to the side. This weapon has 1 charge, which recharges at dawn.
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, Damage: Thunder, Fighter, Barbarian, Paladin, Warlock (Hexblade), or Blood Hunter, Heavy, Two-Handed, Graze
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