The Artblade, is one of three Elfblades created in ancient Cormanthyr to help the elves establish a ruling family. This particular blade is used to name the Spell-Major, the Defender by Art, as he is called. The wielder of the Artblade is responsible for the upkeep of magical defenses of the realm, and command of the Akh'Faer, the arcane arm of the military.
To attune to this sword a Neutral Good aligned Elf or Half-Elf Wizard, must draw the sword from its sheath.
The Artblade, like all of the Elfblades, has a bladerite, a test of character given by the blade itself. Passing the bladerite established a magical bond with the sword where the sword recognizes it's prospect as it's rightful wielder. Failing the Artblade would sever the prospect's connection to the Weave leaving them barren of magic for 1d4+1 decades. The blade favored arcane casters that had a selfless love for the Art and the people of Cormanthyr. This sentient weapon appears as a longsword with the blade appearing as if made of darkness, and its shape is a tangible black void, outlined in a silver-white streak which is the source of the blade's light. it constantly emits a faint humming sound when drawn.
Through the bond with the blade the wielder could call the blade to themselves from any location. This made the blade nearly impossible to be lost or stolen. This bond was only broken upon the death of the wielder. Should its wielder perish, the blade may disappear from existence for centuries at a time until it senses a suitable successor exists within its universe and plane of existence.
The Artblade exists in many forms across the multiverse. As such, it allows the wielder to tap into the abilities of wielders across the multiverse. Whenever you finish a long rest, you gain proficiency in one language of your choice and with one skill or tool of your choice, selected from the Player’s Handbook.
The Artblade can act as an Arcane Focus and you can perform Somatic components while holding it. This blade has the light property when wielded in one hand. As a bonus action, you can summon the Artblade to your hand as long as you are on the same plane as it.
This sword can be wielded as a magic longword that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The Artblade has 20 charges for the following properties. The Artblade regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the sword retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the sword regains 1d8 + 2 charges.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
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: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Proficiency: History, Language: Draconic, Weapon Property: Light, Weapon Property: Finesse, Elf or Half-Elf Wizard, Damage, Control, Combat, Warding, Versatile, Sap
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