Weapon (greatsword), artifact (requires attunement by a Anathema - Requires attunement by blood hunter )

Inhumanities Sepulcher: Upon slaying a creature that is evil, Anathema consumes their soul and locks it within itself. Refreshing every dawn, you may spend a soul (2 useable per day) to restore an unconscious party member to 5hp, Restore a spell slot, empower an attack or heal.

Soul Stealer: Upon successful attack against a creature(that is evil) under 1/4 life with this weapon must make a DC 13 Wisdom saving throw or be sucked into the sepulcher.

Blood for Blood: Upon summoning Anathema your blood is given to activate your rite.

Personality:  Anathema is chaotic good, will only attune to blood hunters, particularly hunters with an immense amount of conviction.

Sentience: Hearing 90ft, Darkvision 60ft. Anathema understands all languages the wielder knows and can communicate telepathically within 30ft

"Forged by the Patron Hunter himself, Estor the First, in the early days of the order. A blade made to slay, forged in the darkness to devour the darkness. It is said the blade stayed with Estor until his dying breath and has yet to reveal itself again.

A slayers blade if there ever was one. A massive black pendulum blade so dark it seems to absorb the darkness itself. It emits a dull blue aura, chains seemingly bind blade, hilt and crossguard. 

 

Int 12 (+1)     Wis  21(+5)     Cha  14(+2)

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: Anathema - Requires attunement by blood hunter , Heavy, Two-Handed, Graze

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