Artoria is an elegantly crafted longsword with an extremely sharpened edge and point, which makes the sword's base damage 1d10 piercing and 1d12 when held two-handed. Though its light metallic blue color may not give it away easily, the blade of the longsword is made out of silver. The guard of Artoria is ornately designed to look like dragon wings, and the hilt is made of iron. The pommel is made of the same material as the blade, and is carved in the shape of a dragon's head. Artoria also insists upon being on her user at all times while you are awake and as close to her user as possible while they sleep. The weapon also gets a +3 to attack and damage rolls.
Knight's Training. Whenever you attack with Artoria, you may make an extra attack as part of your attack action. In addition, your base movement speed increases by 10 feet.
Burning Resistance. While you wield Artoria gain resistance to radiant damage.
Burning Blade. When you attack with Artoria, you may use your bonus action to speak the command word at the base of her blade. If you do, the attack does an extra 1d8 radiant damage bypassing any resistance and treat any immunity as resistance.
Stand Your Ground. When hit by an attack, you may use your reaction to make an Athletics check, the DC of which is equal to the enemy's attack roll. If you succeed, you take only half damage (or none if you roll a critical). You may use this feature 3 times a day, and the uses recharge every day at dawn.
Shared Will. As long as the user and Artoria share the same good alignment they have the same mental stats.
Spirit of the Flames. You may use your entire turn (action, movement action, and bonus action) to speak a command word that only Artoria knows, which allows you to burn your hand on the pommel of the weapon, which causes you to take 10d4 radiant damage. When you do, choose a space within 20 feet of you. At the start of your next turn, Artoria's Spirit appears in that space. She can be easily described as a 5'7", ethereal-looking, dragonnoid woman with shoulder-length, platinum blonde hair. She acts on your initiative, and you control her turn. Her AC is 20, she is a 17th level Holy Knight Archetype Paladin with 174 hit points, and her ability scores are as follows. Str: 22 (+6), Dex: 12 (+1), Con: 20 (+5), Int 17 (+3), Wis: 18 (+4), Cha: 24 (+7). She has the Crossbow Expert and Mobile feats, and wields a longsword(+13 to hit, 2d10+6 fire damage) and a hand crossbow (+12 to hit, 2d2+6 fire damage). Artoria's Spirit is able to use the Knight's Training and Stand Your Ground abilities on the weapon. If Artoria's Spirit is killed, all creatures within a 15-foot-radius sphere centered on her must make a DC 18 DEX saving throw or take 4d10 radiant damage, taking half damage on a successful save. Artoria's Spirit also has Ethereal Sight and Incorporeal Movement (see Ghost Stats for more information), as well as resistance to fire damage and non-magical bludgeoning, piercing, and slashing damage. Artoria stays for 1d20 minutes or until she is killed, at which point she retreats back into the rapier. After she does, you cannot use this feature again for 1d3 days, and Artoria will not speak for the next 1d20 hours, during which time, you cannot benefit from any of this item's features except Knight's Training.
Sentience. Artoria is a Neutral Good sentient weapon. Intelligence 17 (+3), Wisdom 18 (+4), Charisma 24 (+7). Artoria has darkvision and hearing with a range of 90 ft. She can speak Common, Elvish, and Abyssal, as well as any languages her wielder knows. She can also communicate telepathically with her wielder.
Personality. Artoria tends not to speak much, to her wielder or otherwise until she knows her user more. However, if asked a question, she tends to answer honestly. If asked about her past, she says that she used to be a dragonnoid woman, a Holy Knight in Baldur's Gate. Everything was normal until she was followed by a cult group through the forest. As she was followed, the air began to fill with mist. She kept going, and the mist got thicker and thicker, until she was staring at a wall of white. Eventually, it cleared, and she found herself in a strange land. She fell in with a group of clergy men who worshiped Bahamut, who taught her about that land, the land of Barovia. After a while, the group was given a contract to kill a vampire lord, Strahd Von Zarovich. The contract, which was given to them by Bahamut's supporters, and promised them payment of 30,000gp, and property in one of Barovia's major cities. After traveling with them for a while, gaining confidences and information, they made their attempt. However, though they made a valiant effort, all of them were killed. Artoria doesn't know what happened after that, but she will say that she despises her lack of willpower, saying that she should have attacked with the rest of the group, that she didn't want anything more than to escape Barovia. Regardless, the next thing she remembers is regaining her awareness in the hand of a female drow wizard. Somehow, she was back in Faerun. She has changed hands multiple times. She will also often remind her wielder of the benefits of a being true to themselves and staying brave in most situations and commend them for not faltering on their path. Also, if the wielder kills an innocent person or demonstrates a lack of willpower, there will be a conflict with her wielder at the next dawn.
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, Bonus: Speed, Bonus: Extra Attacks, Resistance: Radiant, Weapon (longsword), legendary (requires attunement), Damage, Sentient, Versatile, Sap
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