Atraxis, is a sentient chaotic-evil sword with a guard made from two dragons horns and a pommel carved from a dragon wyrmlings skull.
Corrosive Edge. Armor worn by the target of an attack with this weapon is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Atraxis has 6 charges and regains 1d4+2 expended charges daily at Dawn. A creature attuned to the weapon can use an action and expend one or more charges to use one of the following abilities
Conjure Serpentia (2 charges). As a bonus action you can call 1d4+1 swarms of spectral snakes to aid you in battle. They take their turn immediately after yours and take only the dodge action unless you use a bonus action on your turn to command them to take a different action. If you use this ability again whilst you still have spirits conjured, the previous spirits dissipate immediately as new swarms take their place.
Acid Spear (2 charges). Bubbling acid flows out of the blade in a line 30 feet wide and 5 feet long. Each creature in the line must succeed on a DC 15 Dexterity saving throw or take 4d8 acid damage or half as much on a successful save.
Neutral creatures cannot attune to Atraxis and any neutral creature that tries to do so takes 20 psychic damage.
Sentience. The sword has an Intelligence of 16, a Wisdom of 15, and a Charisma of 19. It has hearing and blindsight out to a range of 60 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand common and draconic. In addition, the sword can spoil any small amount of food or water that it's attuned wielder comes into contact with.
Personality. Atraxis prefers decisive action and revels in evil deeds. Cruel, the weapon strives to corrupt it's wielder and convince them to commit acts which betray their ideals and beliefs. Most of all, Atraxis longs to be free to commit great evil of its own once more. If its wielder refuses to help free the ancient dragons spirit or is caught lying, the sword will attempt to take control of the creature and turn it against its allies.
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: Damage: Acid, Heavy, Two-Handed, Graze
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