You have a +1 bonus to attack and damage rolls made with this magic weapon. You are resistant to necrotic damage while attuned to this weapon.
Conduit to the Beyond. Charges to this weapon are lost each dawn. If there are charges remaining the attuned must spend an hour quieting the spirits remaining within or roll 2d4, summoning that many Shadows within 30 ft under the DM's control.
Brandish Darkness. You may spend two charges to have Ragged Blade gain the reach property for the next 10 mins.
Spells. While holding this weapon you can to expend 1 or more of its charges to cast one of the following spells using your spell save DC and spell attack bonus: Temple of the Gods (7 Charges), Far Step (5 Charges), Spirit Shroud ( 3 Charges), Animate Dead (3 Charges), Inflict Wounds (2 Charges), False Life (1 Charge)
Rend - As a bonus action you can choose a non-construct creature that has not been targeted by the Rend ability with 0 Hit Points within 30 feet of you. If the target had 3 or fewer Hit Dice add 1 charge, 4 to 7 Hit Dice add 2 charges, otherwise add 3 charges to Ragged Blade. If this character is not an NPC, the DM may ask to have them make a Constitution Save against your Spell Save DC if they have not yet failed all their death saves.
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: Magic, Resistance: Necrotic, Damage, Combat, Heavy, Two-Handed, Graze
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