This great sword has +2 bonus to attack and damage rolls made with it.
Soul Linked Instincts. While the weapon is on your person, you have advantage on initiative rolls. You can also sense hostile creatures within 30ft. when conscious.
Draconic Soul Pairing. While attuned to the sword, you have +1 to Saving Throws and +1 damage to your breath weapon.
Wild Magic's Full Hands. When thrown, the great sword always returns to the wielders hands. This feature takes the place of the 4th wild magic barbarian dice. If a 4 is rolled, re-roll the wild magic dice until you get a different result.
Wild Magic Reaper. When you roll a 1 on the wild magic dice, after the tendrils lash out, Rust regains composer and takes control over the burst of necrotic magic. Dark tarnished silver magic ruptures from Rust's nostrils, mouth, and claws as the tendrils assume the blades shape. During this rage, enemies hit with this blade take an extra 1d6 necrotic damage and Rust heals for half as much.
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, Bonus: Saving Throws, brief moment having Fling's smoke seep into Rust's respiratory system and linking his soul to the great sword. , Damage, Combat, Heavy, Two-Handed, Graze