The +1 sword is made of a pale, gem-like material that transitions between blue and pink. The wielder can use a bonus action to cause the sword to emit a bright pink light out 10 ft in every direction and dim blue light 10 ft beyond that, or to extinguish the light.
Chaos Incarnate: When a critical success or critical failure is rolled on an attack roll with the weapon roll a d10 and consult the corresponding table.
Lucky: Use this table after a Critical Success
- Enemy must make a Strength Save or be knocked prone
- Enemy takes an additional 2d8 force damage (do not double this damage)
- Cast Blink on self
- Lightning arcs to the nearest enemy within 30 ft other than the target, dealing 3d4 lightning damage
- You regain your lowest level spell slot
- You immediately swap places with the target
- Your skin turns blue. This effect can be removed by a remove curse spell
- Cast Faerie Fire centered on your self, affecting any creature in the radius
- Cast Polymorph on self, if you fail you are transformed into a crab for the duration
- You cast Confusion centered on yourself
Unlucky: Use this table after a Critical Failure
- You can immediately reroll the attack roll to attempt to hit
- Cast Enlarge on self
- Cast Blur on self
- For the next minute, any object you touch that is not being worn or carried bursts into flames
- Cast Grease centered on yourself
- You are only able to speak in Gnomish for the next hour
- Cast Invisibility on yourself
- Cast Reduce on self
- A thunderous blast knocks you prone
- Cast Fly on the target
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: Melee Attacks, by a creature that can cast at least one spell, Damage, Combat, Heavy, Two-Handed, Graze
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