The swords is a +2 longswords that suppress all magic and divinity within 5’. Creatures whose existence is empowered by magic (such as constructs, animated objects, and awakened creatures and plants) are rendered inanimate on a successful strike. If a banesword strikes magical weapons, armor, or equipment the wielder must make a Constitution save DC 17. On a failure, the banesword permanently banishes all of the item’s magical effects. Artifacts and other divinely empowered items roll with advantage. Baneswords are deep violet, almost onto black. Their blade is covered in thin, silver etchings. A godstone, chiseled and polished to a sphere, is set in the blade’s curving guard.
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, Requires a long rest to attune while the wielder coats the sword’s pommel in their own blood., Damage, Combat, Versatile, Sap