Weapon (greatsword), legendary (requires attunement by a Must be attuned to over the course of one hour, at which point the weapon will attempt to charm the wielder (DC 13 wisdom save). If it is successful, the wielder will be at the mercy of the weapon for the rest of the duration of the hour.)

Alura is a sentient magic weapon (stats 8 10 14 16 10 17), capable of thought and communication (speaks common and the languages its master knows telepathically up to 120ft, and is of chaotic neutral alignment). It is also capable of reverting to a human form, once it has been attuned to, appearing as a short-haired, dark-skinned woman. If the weapons agenda (determined by the DM) is not satisfied on a regular basis (at least once every three days, or when the weapon determines it needs to have its desires met), the weapon will attempt to charm its master (DC 15 wis save). If the weapon succeeds, the master will go on an hour long rampage to satisfy the aforementioned agenda, ending it early if its desires are met.

This weapon can take on the requirements, damage dice, and attributes of any weapon on the 5e weapons table, with the exception of bows, crossbows, or any weapon that launches projectiles. It can, however, become an arrow or bolt, and when it is in this form takes on the properties of a +2 version of that ammo type. It can also disguise itself to appear as an ordinary object, with a 1 lb carry weight. In that form, it is indistinguishable from a normal object from its type, though a Detect Magic spell will give away its power (Enchantment). Transforming takes the weapon's action to do.

Magic Weapon: When used by a wielder of 5th level, this weapon is treated as a +1 magical weapon, and scales up to +2 at 7th, and to +3 at 10th. When used as an object, the weapon can be used as a 'prop' to enhance its performance. It can force the target to make a DC 15 Wisdom saving throw, and on a failed save, the user can make a performance check with an automatic natural twenty.

Vicious Weapon: When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 piercing damage. (Scales to 14 at 7th level, and to 21 at 10th)

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: Must be attuned to over the course of one hour, at which point the weapon will attempt to charm the wielder (DC 13 wisdom save). If it is successful, the wielder will be at the mercy of the weapon for the rest of the duration of the hour., Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

PandaTheMighty

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