The blade of this sword is made from adamantine and when it has at least one charge, it's fuller glows a dim orange as if heated.
You gain a +1 bonus to damage and attack rolls with this weapon.
This sword has 5 charges for the following properties and regains 1d4 + 1 expended charges daily at dawn.
Flame Sheath. You can use a bonus action to speak this magic sword's command word which expends a charge and causes 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 3d6 fire damage to any target it hits. If you roll a 1 on an attack roll with this sword while it is ablaze, you take 3d6 fire damage and the flames on the blade are extinguished, otherwise the flames last for one minute or until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Fire Bolt. You can expend one charge to unleash a Fire Bolt from the blade, using your Dexterity or Intelligence modifier, whichever is higher. If you roll a 1 on the attack roll, fire erupts from the blade instead. All creatures within a 10 foot radius sphere from the blade must make a DC 12 Dexterity saving throw or take 2d10 fire damage.
Fireball. You can expend 3 charges to unleash a Fireball (spell save DC 12) from the blade. If you spend charges in this way, make a DC 12 Intelligence check. On a failure the Fireball explodes directly from the blade.
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
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