Weapon (greatsword), artifact (requires attunement)

This silvered blade feels almost weightless. On both sides of the blade elven script has been ornately carved into it. In the reflection, you can make out tiny whisps of smoke floating around inside.

Once every six days, you can feed Auren'drul the soul of an enemy to gain a new temporary ability. Once you have provided Auren'drul with a soul, roll on the chart below, and see what ability Auren'drul gains. The ability has six charges and ends on the sixth day.

  1.  You gain the ability to cast Darkness centered on yourself  
  2. You gain the ability to cast Misty Step
  3. You gain the ability to cast Silence
  4. You gain the ability to cast Crown of Madness
  5. You gain the ability to cast Vampiric Touch
  6. You gain the ability to cast Arms of Hadar

If you feed Auren'drul the soul of someone or something you have a personal connection to its power grows and it gains a permanent ability. However, Auren'drul can only take three souls of this kind. These abilities have six charges and reset after the sixth day. Roll on the table below to see what power the blade gains.

1. Defensive Shadowstep - As a reaction when an allied creature within 60 feet of you is hit with a melee attack, you can
teleport to an unoccupied space you can see within 5 feet of the creature that made the attack and force the attacker to
reroll the attack. The attacker must use the new result, and you can make one melee weapon attack against the
target as part of the reaction.

2. Dark Embrace - *Concentration* Shadowy Tendrils erupt from your body ensnaring all creatures around you in a 10-foot radius, creatures must back a dexterity saving throw equal to your spell DC on a fail the creature is paralyzed. A paralyzed creature takes 1d4 damage at the start of its turn and heals you for an equal number of hit points. Additionally, the caster cannot move during the embrace however they are not paralyzed any movement ends the embrace.

3. Spectral Teleportation - Auren'drul acts as a focal point allowing the wielder to teleport themselves and seven other willing companions to its location.

4. Shadow Puppet - Whisps of a dark smoke leak from the blade finding their way into up to three corpses within 60 feet of the wielder immediately reanimating them as either Zombies or Skeletons. The wielder is in complete command of these creatures and they act on the wielder's initiative. this effect ends after 1 hour.

5. Spectral Shroud - Shadow envelopes the wielder for up to one hour the wielder can move freely as a shadow for up to 1 hour. In addition, the wielder also has advantage on stealth checks.

6. Ebon Mishap - As a reaction, you can target a spell caster, Auren'drul launches a shadow that interferes with the magic of their spell causing it to backfire onto them instead of the intended target.  If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

 

Hostile Take Over

If the wielder is knocked unconscious on every failed death saving throw the wielder must make an additional constitution saving throw DC 10+ the number of souls Auren'dral current holds. On a failed save Auren'dral possesses the body of the wielder, trapping their soul inside the blade.  

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: Heavy, Two-Handed, Graze

Bionic_Pigeon

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