Weapon (longsword), uncommon

The cross guard of this utilitarian longsword is pockets and grooves etched throughout its length. The cross guard has a bowl like appearance and when drawn from a charged scabbard, the blade is coated in a thick viscous jelly. As a bonus action, the gel can be ignited and while aflame, the weapon deals an additional 1d6 fire damage. The flames last for one minute, then the sword must be sheathed to recoat the blade.

If the sword is aflame and the weilder rolls a natural 1 on an attack roll the weapon spits and sputters flaming oil in a 5 foot radius. All creatures within 10 ft must make a DC 12 Dexterity Saving throw and take 1d6 fire damage on a failed save, and half damage on a success.

A small flask hangs from the sheath and contains 12 charges of dwarven flame oil.

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, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

CapnCooker

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