Weapon (greatsword), legendary (requires attunement by a humanoid that is not attuned to another weapon)

Aicamacil is a sentient and lawful evil moonblade, possessed by the spirit of an elvish warrior. This sword is a long blade black with a silver white edge. A diamond rests in the pommel that is sometimes black and sometimes white. There is no guard on this sword. When first attuned to by a new wielder, Aicamacil can change to fit the wielder's desired shape (shortsword, longsword, rapier, scimitar, greatsword). Attacks made with Aicamacil have a +3 bonus to attack and damage rolls. When you attack an object with Aicamacil and hit, maximize your weapon damage dice against the target. When you attack a creature with Aicamacil and roll a 20 on the attack roll, that target takes an extra 14 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. In addition, you can speak alcar to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing Aicamacil puts out the light. You can use an action to call forth an elfshadow from Aicamacil, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. If it drops to 0 hit points, you cannot call forth an elfshadow again until you kill a humanoid with Aicamacil.

Aicamacil is an empathic weapon, and communicates by transmitting emotions to whomever is holding the sword. It has hearing and vision out to 30 feet. It is a defender of mages and will push its wielder to sacrifice themselves to save any wizard it can see. It will push its wielder to find a wizard to claim as ward and protect.

Aicamacil has the following ability scores: Intelligence 14 Wisdom 15 Charisma 17

Aicamacil has a curse of binding and a curse of mystery on it. It appears to be a sword of sharpness when examined with an identify spell, and its true nature is only revealed with legend lore. Once a creature is attuned to Aicamacil, it will not unattune until the wielder is defeated in a duel.

Aicamacil has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to Aicamacil's alignment or purpose, conflict can arise. When such a conflict occurs, Aicamacil makes a Charisma check contested by the wielder’s Charisma check. If Aicamacil wins the contest, it makes one or more of the following demands:

Aicamacil insists on being carried or worn at all times.
Aicamacil demands that its wielder dispose of anything the item finds repugnant.
Aicamacil demands that its wielder pursue the item’s goals to the exclusion of all other goals.
Aicamacil demands to be given to someone else.
If its wielder refuses to comply with Aicamacil's wishes, the item can do any or all of the following:

Make it impossible for its wielder to attune to it.
Suppress one or more of its activated properties.
Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, Ending the Effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

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: humanoid that is not attuned to another weapon, Heavy, Two-Handed, Graze

Previous Versions

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GalwardtheGreat

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