Weapon (longsword), legendary (requires attunement)

The sword Zajar was forged in secret via an alliance of the ancient Dhakaani goblin Empire and the Gatekeeper druids of the Shadow Marches to help defeat the daelkyr. It was forged using the rare metal Byeshk, provided by the Dhakaani, which was found to be extra harmful to fiends and aberrations, as well as having had several Kyber shards inserted into the metal and infused with the Gatekeepers' druidic magic. Due to the Byeshk metal found in the blade any attacks made against an aberration or fiend score a critical strike on a roll of 18 to 20.

Zajar crackles with fire when drawn from it's sheath. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. Attacks made with Zajar gain +2 to attack and damage rolls and deal an extra 3d6 fire damage to any target it hits once per turn. When sheathed the flames of the sword extinguish but returns upon being drawn.

This magic weapon has six charges which it regains at dawn. When striking a target you can choose to expel a number of charges to cast the following spells. For the purposes of calculating the saving throw for the below spells the saving throw is 8 + your proficiency bonus + your Strength modifier. If the smites land they do take your concentration to maintain the effect.

1 charge: Searing Smite

2 charges: Branding Smite 

3 charges: Blinding Smite

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: Fire, Bonus: Magic, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

Mahale