Anduril was created by the smiths of ancient Myth Drannor for a long-extinct house of noble elves who have been forgotten by time. It has lain dormant for centuries, awaiting a worthy soul with the strength of character to lay claim to its power. The blade of Anduril is etched with six runes on its surface when discovered.
Anduril won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
Anduril is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to a range of 120 feet. It communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly through visions or dreams, when the wielder is either in a trance or asleep.
Like most moonblades, Anduril seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. Once it has bonded with an owner who shares its ideals, its loyalty is absolute. However, Anduril is overconfident. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
Anduril is unique, even for moonblades. Its hilt is exceptionally thick, much larger than most hilts, but not so large as to cause any discomfort while being used. Once attuned, its wielder can separate the hilt, revealing a fully-functional sunblade, making this weapon twice as dangerous. Anduril also does not reveal all of its power upon simply inspecting/identifying it; a user must attune to it to understand all of its glory.
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: Damage: Melee Weapon Attacks, Bonus: Melee Weapon Attacks, Weapon Property: Finesse, Bonus: Initiative, Bonus: Magic, Weapon Property: Thrown, Bonus: Magic, While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence., Elf of Neutral Good Alignment; the attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods., Damage, Buff, Combat, Sentient, Versatile, Sap
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