Weapon (longsword), legendary (requires attunement by a by a Neutral Good Elf of Half-Elf)

The Artblade (also known as the Noble Sorcerer's Sword, or Ary'Faern'Kerym in ), is one of three Elfblades created in ancient Cormanthyr to help the elves establish a ruling family. This particular blade is used to name the Spell-Major, the Defender by Art, as he is called. The wielder of the Artblade is responsible for the upkeep of magical defenses of the realm, and command of the Akh'Faer, the arcane arm of the military. (Myth Drannor timeline)

 Characteristics

The blade appears as if made of darkness, and its shape is a tangible black void, outlined in a crimson streak which is the source of the blade's light. It crackles like lightning when drawn, and creates a sharp buzzing sound when swung, like that of an angry bee. Oddly, when the blade strikes a foe, there is no sound from the hit, despite the strength behind it. An elven rune near the pommel signifies a thing of magic. The elfblade feverently seeks out any magic casters in battle regardless of other opponents nearby. 

  • Grants +2 bonus to Initiative
  • Grants +2 bonus to AC
  • Grants +3 to hit and damage rolls
  • Grants Haste 3 times per day
  • Grants Dispel Magic 3 times per day always at the ready
  • Detect Magic at will
  • Can be summoned as a bonus action if on same plane regardless of distance or physical barrier
  • Intelligent (16) communicates telepathically and verbally in Elvish
  • Allows its wielder to forego standard spellcasting and use the sword to do so. Spells are cast mentally through the sword and made manifest via sword slashes (somatic) and the droning buzz of the blade (verbal), with no need for material components. Using the Artblade to cast invocation/evocation spells boosts the effects as if spun by a caster one spell slot higher than the wielder.
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
  • When you Attack a creature with this weapon and roll a 20 on the Attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
  • When you Attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

If an elfblade is stolen, any who attempt to hold it unsheathed, if an elf, immediately becomes wrapped in a dead-magic zone and is unable to wield any magic, whether spell, item, or High Magic, for 3d6 years. Many N'Tel'Quess (nonelves and drow-half-elves can attempt to wield a blade) that dare to try wielding an elfblade are struck dead (2d12 hp of permanent damage and succeed a system shock check at half normal Constitution score or die).

 

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: Weapon Property: Finesse, Bonus: Magic, Bonus: Armor Class, Bonus: Initiative, Feat: Mage Slayer, Proficiency: Longsword, by a Neutral Good Elf of Half-Elf, Versatile, Sap

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