A powerful, magical longsword. To anyone wielding it, it has a +4 to attack rolls and a +1 to damage rolls. It will also do 1d10 normally and 1d12 when two-handing it, thanks to the Versatile attribute of longswords. This makes it an okay alternative to most longswords, but doesn’t provide the strength it has when the person it is bound to wields it. If unbound, it’ll bind to the first person who strikes someone down with it. If the person it is bound to dies (past saving throws), it will enter its unbound state. The abilities when bound go as follows:
1. Absorb Magical Energy - Any time the user the weapon is bound to take damage from a magical attack, the player can use their reaction to roll a percentage chance (1d100 and 1d10). If it’s 65 or lower, nothing happens, but 66 and up will completely negate the attack and absorb the magical energy. This energy can be used for a few different abilities, but only 3 charges can be stored in the blade at once, otherwise instead of negating the damage, it will double the damage and remove a charge from the blade.
2. Arcane Beam - If the blade has a charge of magical energy, one charge can be used to create a powerful beam of energy from the tip of the blade. This beam goes until it hits an object. If it hits a living creature, it will deal 2d12 force damage and knock the target back a few feet (15ft for tiny creatures, 10ft for small creatures, 5ft for medium creatures. Creatures of larger sizes aren’t affected). If all 3 charges are loaded into the blade, a stronger version of the beam is created, dealing triple the damage and add 5ft to the knockback of the normal beam (this also means large creatures will be moved back 5ft).
3. Arcane Shield - If the blade is charged with magical energy and the user isn’t wielding something in their other hand, a shield made of magical energy can be created. The strength and defense of the shield changes depending on how many charges are used on it. A shield made with 1 charge will provide a +2 AC bonus and a 25% (roll 1-25) chance to automatically block ranged attacks. A shield made with 2 charges will provide a +4 AC bonus, a 35% (roll 1-35) chance to automatically block ranged attacks, and a 15% (roll 1-15) chance to return magical attacks back to its caster. Using all charges to make a shield will provide a +6 AC, a 50% (roll 1-50) chance to automatically block ranged attacks, a 20% (roll 1-20) chance to return magical attacks back to its caster, and will float around the user instead of taking the user's other hand. The shield disappears after 1 minute.
4. Arcane Strength - A charge of magical energy may be used to provide another +3 to attack rolls and a +1 to damage rolls. In addition, you gain a +1 bonus to AC. This lasts until the end of your next turn. If you use more than one charge, the bonuses get multiplied by the amount of charges used and the duration gains an additional round.
5. Arcane Agility - A charge of magical energy may be used to gain 10ft of movement speed, a +1 bonus to AC, and advantage on all dexterity checks for the next 3 rounds. If you use more than one charge, the bonuses and duration are multiplied by the amount of charges used.
6. Arcane Intelligence - A charge of Magical energy may be used to gain advantage on all intelligence checks, a +3 bonus to all intelligence checks, a +5 to your spell attack bonus, and all spells take half the usual time to cast. This lasts for 3 rounds.
7. Arcane Ripple - 2 Charges of magical energy may be used to create a shockwave with a 30ft radius. All creatures within the radius, excluding the user, must make a dexterity saving throw, the DC being 8+Int Mod+Wis Mod+Prof Bonus, or be knocked prone. In addition, the targets take 4d12 force damage on a failed save, or half as much on a successful one.
8. Teleport - A charge of magical energy may be used to instantly move to a free space within 30ft of you. You do not need to be able to see where you are teleporting, but attempting to teleport somewhere you’ve never seen before requires you to make a wisdom check (DC 17) with disadvantage to teleport where you intend to. If you fail this check, you waste the charge used and take 2d10 Psychic damage.
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: Versatile, Sap
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