Weapon (longsword), legendary (requires attunement by a Hero)

Andúril is one of the few artifacts from the time of the great smith that has documented history and a known location. According to its writings Andúril was created using a fragment of the flame that created the world many eons ago. This was gifted to the humans in the west as a form to protect themselves from the dangers of the world. Andúril was passed from generation to generation and is now held on the island of Ashtar in a museum to help those remember what came before them.


 Andúril was crafted out of the largest iceberg in the southern sea, due to this the blade slices and slashes through enemies with a firey touch. Using a bonus action the hilt conures flame to create the blade of any one or two handed, non magical, melee weapon that does not use the heavy or reach property. The hilt takes on all properties of the blade that is currently conjured. All attack roles made with this weapon use your strength modifier, and you are considered proficient when making that attack. Damage roles use the base damage of whatever form the hilt has taken on. An additional 1d4 fire damage for every 5 character levels is rolled as additional damage. The hilt loses its current form after you use a bonus action to change its form, you dismiss its current form as a free action, or 1 minute has passed.

While attuned to the blade there is an firey elvish marking embedded in your non dominant hand, this marking is considered the spell casting focus for any spell attack made with this weapon. As an bonus action you may summon the hilt to the marking as long as there is sufficient space for you to wield it.


 

As your character grows stronger you may use the hilt to cast certain cantrips and spells. All spells are cast at their normal duration, cast time, components, etc

  • Level 1
    • Fire Bolt
    • Produce Flame
  • Level 3
    • Absorb Elements(fire)
    • Burning Hands
  • Level 5
    • Scorching Ray
    • Aganazzar’s Scorcher
  • Level 7
    • Glyph of Warding(Explosive Runes, Fire)
    • Fireball
  • Level 13
    • Investiture of Flame

Using these powers causes the flame to use your body in ways unnatural to the human body, cantrips may be cast as often as wanted without imposing danger to yourself. Each spell may be cast once per week without harm, if the same spell is cast before a week has passed x counters, where x is equal to the spell’s spell level, will be added to your ashen counters.

 


 

Ashen counters signify how much you have let the flame overwhelm your body. Any time a counter(s) are added you take Xd4 fire damage that can not be reduced by any means, X is equal to the number of counters added.

Reaching different thresholds in frost counters impose some serious disabilities on your character. Once 5 counters have been added your character cannot feel with your marked hand. Once 10 ashen counters are added your ability to do anything involving your off hand is becoming increasingly difficult, subtract 2 from any ability check that is made involving your off hand. At 15 ashen counters you have lost all dexterity in your off hand and can no longer wield two handed weapons. At 20 ashen counters your hand and arm are very consumed by ash and flame, you can no longer summon your weapon back to you. At 25 ashen counters you are constantly inhaling smoke and ash, and suffer a permanent point of exhaustion. At 30 ashen counters your hand and arm is completely covered in ash and engulfed in flame, leaving you unable to bear the elvish rune, you are no longer attuned to Andúril.

 

 

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: Hero, Versatile, Sap

Jakessel

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