Weapon (greatsword), unknown rarity (requires attunement by a Ander's Ghostly Sword, requires attunement by wizard, fighter or warlock.)

This sword is unlike any other. Instead of simply killing your enemies, it turns them into ghosts under your control until the next dusk. When the next dusk arrives, a small portal drags the ghost and all the light in a 100ft area away to the underworld. any creature within 100ft of the portal is blinded and and takes 13 (2d10+3) necrotic damage. The ghost retains all features and equiptment it has in life and gains the following trait:

Ghostly Movement: you have a walking speed of 20ft, a flying speed of 40ft, Difficult Terrain has no effect and you can walk/fly through objects.

 

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: Advantage: Melee Attacks, Ander's Ghostly Sword, requires attunement by wizard, fighter or warlock., Control, Combat, Heavy, Two-Handed, Graze

Item Tags: Control Combat

AnderThompsonZoogly

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