Somewhat broader in blade than a classic longsword, Albruin gleams with the sheen of its silver coating. The blade is otherwise unremarkable, making its name known to would-be bearers only through telepathy.
Albruin is a silvered longsword. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It sheds an eerie blue radiance equivalent to the light spell when drawn.
It has 4 charges. While you carry it, you can use an action and expend 1 charge to cast one of the following spells from it, using your spellcasting ability modifier: cure wounds at 2nd level and protection from poison.
Unearth Arcanum
While attuned to this weapon, you have the ability to decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
Albruin can cast the see invisibility spell on you three times per day. It decides when to cast the spell.
Sentience
Albruin is a sentient weapon of chaotic neutral alignment, with an Intelligence of 17, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Elven, Undercommon, and thieves’ cant. Albruin will also slowly learn any other languages you know.
Personality
Albruin has the heart of a scamp, eternally curious yet easily distracted and given to making mischief.
Albruin has little interest in notoriety and seeks only wielders who take it to a steady stream of interesting locales. Although not heroic by nature, the sword enjoys the immediate accolades of heroism, and is thus much more likely to prefer a good-aligned wielder to an evil one.
Albruin is most likely to exert the strength of its personality when a mysterious ruin or the like is in the offing, yet its wielders seem inclined to seek adventure elsewhere.
Proficiency with a Longsword 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Bonus: Magic, Healing, Damage, Detection, Combat, Sentient, Versatile, Sap
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