A mighty glaive wielded long ago by a warrior against the mighty vampire lord Master Ambrosia, Witness has a long bronze shaft with a silvered steel blade.
You gain the following benefits while attuned to this magic weapon:
- You gain a +3 bonus to attack and damage rolls made with it. You also deal an extra 1d10 radiant damage. This extra radiant damage increases to 2d10 against fiends and undead.
- When you roll a 20 on an attack roll with this weapon against a creature, that creature must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
- You can’t be surprised while you’re awake. You are also aware when creatures are within 60 feet of you, although you don’t automatically know their location.
- You and any of your friends within 30 feet of you can’t be frightened while you're not incapacitated.
Sentience. Witness is a sentient, neutral good weapon with an Intelligence of 10, a Wisdom of 16, and a Charisma of 15. It has hearing and blindsight out to a range of 60 feet. The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. It's voice is gentle and feminine.
Personality. Forged from the soul of an ancient champion for good, Witness strives to defend the good in the world and in its wielder. If it knows of a peaceful town or village under threat, it will urge its wielder to confront that threat. Witness can be convinced of alternate actions, but it does not surrender easily. Witness has known few masters, and it may take months or years to fully bond with a new one.
Proficiency with a Glaive 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: Radiant, Immunity: Frightened, Damage: Radiant, Blinded, Bonus: Magic, Damage: Radiant, Weapon Property: Heavy, Weapon Property: Reach, Damage, Combat, Sentient, Paladin, Damage, Combat, Warding, Sentient, Heavy, Reach, Two-Handed, Graze
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