Weapon (longsword), artifact (requires attunement by a Neutral Good non-Drow Elf or Half-Elf creature with levels in and arcane casting class. Uses 3 attunement slots)

This sentient weapon appears as a longsword with a blade made of darkness edged in a crimson light. 

To attune to this sword a Neutral Good aligned Elf or Half-Elf who has levels in Fighter(Eldritch Knight), Rogue(Arcane Trickster), Wizard, Sorcerer, Warlock, Bard, or Artificer must draw the sword from its sheath. The sword then decides whether to attune to the Elf or not. If the candidate is rejected he loses the ability to use Arcane magic for 1d20 years. A good alligned non-elf is struck unconscious for 1d100 hours. A non-good or Drow who draws the sword is struck dead. The Artblade prefers those who have a selfless love for the art of magic and for Elfkind.

The Elf attuned to the Artblade gains a number of benefits:

  • You age at half the normal rate and upon becoming attuned has is body revert to the age of the first year of adulthood.
  • You gain proficiency in longswords, light, medium, and heavy armor.
  • You can use your action to cause the Artblade to emit bright light from 5-60 feet and dim light for an additional 5-60 feet. This counts as light from the Daylight spell. The light is red.
  • The Artblade can act as an Arcane Focus and you can perform Somatic components while holding it.
  • Any Evocation spell you cast count as if cast with a spell slot 1 level higher.
  • As a bonus action you can summon the Artblade to your hand as long as you are on the same plane as it.
  • While you wield the Artblade you get a +2 to AC, Spell DC, Spell Attack, Spell Damage, and Attack and damage using this sword.
  • If you have the Pact of Blade, Hex Warrior, and/or Weapon Bond class features the Artblade gains the benefits of them.
  • You can cast Detect Magic at will without expending a Spell Slot. 
  • You always have Dispel Magic prepared.

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: Armor Class, Bonus: Melee Weapon Attacks, Bonus: Spell Save DC, Bonus: Spell Attacks, Damage: Melee Weapon Attacks, Neutral Good non-Drow Elf or Half-Elf creature with levels in and arcane casting class. Uses 3 attunement slots, Versatile, Sap

Calonsus

Comments

Posts Quoted:
Reply
Clear All Quotes