Weapon (greatsword), rare (requires attunement by a Requires attunement)

The Angurvadal swords were a set of weapons forged by the renowned Rashemi blacksmith, Raegik Hammerhold. It was unknown how many of these blades existed on Faerûn, though the secrets of their creation were lost with Raegik following his death.
Only Raegik and his chosen apprentice knew the unique process of crafting these magical, flaming blades. When the famed blacksmith discovered his apprentice had been dealing with the Red Wizards of Thay, he got into a fight with the mages. His life, and the secret of forging an Angurvadal sword, was lost to the ages.
This blade seems to be different from the other Angurvadal blades made by Raegik Hammerhold, in fact apart from the method used to fold the steel it is far more powerful than any other Angurvadal blade on Toril. One can only guess that not all of Raegik Hammerhold’s secrets have been lost to time.
The blade is golden; however, it is as hard as adamantine, down the length of it you can just about read through the divine energy emanating from the sword the word “Var’kor”. The cross-guard has been shaped into the heads of two griffins, most likely due to the famous Griffin Riders in Thay’s military, in the centre of this cross-guard you find the symbol of the Red Wizards of Thay.
The guard is finely made and seems to be long enough to use one or two handed. The pommel has been adorned with a large black diamond that swishes with divine and arcane energy inside it, so much so that it creates shadows to swirl around it as the light inside refracts and twists, occasionally sending a streak of divine energy up the blade and into the sky.

Unwieldy: This item is of an extremely foreign design, and ornately designed, making it extremely unwieldy and will require years of training and discipline to master.

Level 3: Wild Swings

Flame Tongue Weapon: You can use a bonus action to speak this magic sword's command word, (“Var’kor”) causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Level 8: Precision Swings

+1 Attack Bonus

Flame Tongue Weapon: You can use a bonus action to speak this magic sword's command word, (“Var’kor”) causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Level 12: Heroic Swings

+2 Attack Bonus

Flame Tongue Weapon: You can use a bonus action to speak this magic sword's command word, (“Var’kor”) causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Level 16: Mastery

See DM for additional information and effects.

+3 Attack Bonus

Improved Critical: You critical hit on 1 lower (i.e. if critical is normally 20, it is now 19).

Flame Tongue Weapon: You can use a bonus action to speak this magic sword's command word, (“Var’kor”) causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

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: Damage: Fire, Requires attunement, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

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