You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn, but the consequence is that the GM has to give you 2 disadvantages each time you use it, the disadvantages have to be given within 5 sessions, otherwise all enemy's get advantage against you for 8 hours; e.g. if you have 4 disadvantages each group of 2 gotten in one session after the other, your GM uses 2 disadvantages, since your lowest time would then have been 4 sessions, it's now 5 sessions for the other 2. (1 disadvantage doesn't count as a half session)
Wish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charges and cast the Wish spell from it, act as if the wish was given to the player by a demon (make the spell backfire as much as possible). This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Blood Infusion. If the user drips their blood onto the blade as an action (can be used twice per short rest and does 2 damage per time) it will do 1d8 slashing damage + 2d8 Poison Damage.
(For GM, Check Notes)
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, Bonus: Saving Throws, Roll a D100 every round of initiative that the player that has this item, 1-49 the player has disadvantage because the sword is "exhausted" the next round it will go back to normal depending on the roll. on a 50 the player gets +2 to hit on top of their modifier, they get advantage, they get a critical hit if it lands, and they have +3 for damage on top of their damage modifier but the consequence is that they take 2x damage and have -2 ac for 3 rounds. on a 51-100 the sword acts normally., Requires attunement by a chaotic alignment, an evil/previously evil character, or by blood-hunter., Damage, Control, Buff, Combat, Versatile, Sap
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Posted Feb 28, 2024this a good
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Posted Apr 10, 2024a goood
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Posted Jul 30, 2024good