Weapon (longsword), artifact (requires attunement by a Creature of Non-Lawful Alignment)

Passed down from generation to generation within the Karris bloodline, Azrael is a slightly curved longsword with a bright silver blade. Its handle is wrapped in white cloth and its scabbard is pitch-black. The blade, when unsheathed, is wreathed in bright blue flames.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

The Ties that Bind

Azrael can only be wielded by a member of the Karris bloodline and only in the defense of those the wielder seeks to protect with their life. To meet the first condition, the wielder must have accepted their own mortality. To meet the second condition, a character in the wielder's party must either be incapacitated or 50% of the party members must be afflicted with the bloodied status. Otherwise, the weapon refuses to leave its scabbard. Any distrust in the heart of the master prevents use. Ultimately, use is dictated by the DM.

Hungering Flames

This weapon deals an additional 1d6 fire damage on hit.

Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Azrael can be restored to life only by a wish spell.

When it devours a soul, Azrael grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after Azrael is sheathed.

If you fail to hit an enemy with this weapon in 2 rounds of combat, you take 1d10 fire damage. If this fire damage reduces you to 0 hit points, Azrael devours your soul.

Demonic Presence

While the weapon is unsheathed, you are temporarily transformed into a full-blooded Infernal and  gain the Winged trait, which grants flight up to 30ft. Additionally, you are enshrouded in blue flames, acting as the spell Fire Shield, but always as a "warm shield". You also can’t be charmed or frightened.

While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead.

These effects fade once Azrael is sheathed. You are required to make a Long Rest after sheathing Azrael. Once sheathed, you can not redraw Azrael for a minimum of 72 hours.

Azrael can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience

Azrael is a sentient neutral evil weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common and Abyssal, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Azrael also understands every language you know.

Azrael is always aware of the current condition of every living Karris family member and is capable of conveying that information, even when sheathed. However, the user must have awakened Azrael at least once before being able to communicate with it.

Personality

Azrael speaks with a confident tone, as though it is accustomed to reassuring those around it.

The sword’s purpose is to protect the Karris bloodline and anyone that a Karris member sees as kin. It doesn’t care who it is protecting as long as its master believes in their actions. As such, there are no secrets between Azrael and its master, including thoughts, feelings, emotions, etc. In order to properly utilize Azrael, its master must trust in it without failing or faltering. Azrael will call out to its master when it determines its use is necessary.

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: Bonus: Magic, Damage: Fire, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient, Versatile, Sap

Item Tags: Damage Buff Combat Bane Sentient

LaurentTheLich

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