Weapon (longsword), artifact (requires attunement)

The once-pure Astra, the Binding Blade of the Wallmakers, has been claimed by Lady Astariel, the Last of the Seven, and imbued with her power. The blade has been twisted, changed, and corrupted, reflecting the harsh light of a cosmos in its final days. Though not inherently evil, Astra is now uncaring, an extension of Astariel's will.

Attempts to wield the blade by mortals will only lead to them coming to reflect Astariel's will and serve her willingly. Many have tried to take the blade for their own, hoping to use its power for good, but none have succeeded. Astra remains in the hands of the Last of the Seven, a testament to her power and her might.

Even those who have glimpsed the blade have been affected by its aura, their minds filled with visions of the end of all things. Its once-glowing silvered blade now reflects the darkness of space, and its starry designs have been replaced by twisted symbols of power and domination.

Astariel wields the blade with ease, using its power to bend reality to her will. She sees herself as a force of nature, beyond good and evil, and Astra is her chosen tool. Those who stand against her will feel the full force of the blade's power, and even those who survive its attacks may find themselves changed forever, reflections of Astariel's own twisted vision of the cosmos.

You gain a +3 bonus to attack and damage rolls made with this magic weapon, which deals an additional 2d6 radiant damage on a hit.

Additionally, while holding Astra, you can use the following abilities:

  • Starlight Burst: As an action, you can create a burst of radiant energy in a 30-foot radius centered on yourself. Each creature in the area must make a DC 22 Constitution saving throw, taking 8d8 radiant damage on a failed save, or half as much on a successful one. Once you use this ability, you cannot do so again until the next dawn. (1 charge)
  • Starfall: As an action, you can summon a rain of stars from the heavens that pelt the area in a 60-foot radius centered on a point you can see within 120 feet of you. Each creature in the area must make a DC 22 Dexterity saving throw, taking 10d8 radiant damage on a failed save, or half as much on a successful one. Once you use this ability, you cannot do so again until the next dawn. (1 charge)
  • Starflare: As an action, you can channel the power of a star into Astra, causing it to emit a blinding flare of light in a 60-foot cone. Each creature in the area must make a DC 22 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you cannot do so again until the next dawn. (1 charge)

Additionally, Astra grants you resistance to radiant damage, and you are immune to the blinded condition.

While wielding Astra, you emit a dim light in a 30-foot radius and have advantage on Wisdom (Perception) checks that rely on sight.

If you are a celestial with the ability to cast spells, you can use Astra as a spellcasting focus. Astra has 1 charge, which can be expended to use one of its abilities. The charge returns at dawn. If you are a Celestial, the weapon has 3 charges, and you may expend spell slots totaling 3 levels to restore a charge to the weapon as a bonus action.

Celestial convergence

If a non-celestial attempts to attune to this weapon, they must make a Wisdom saving throw DC 26. If they fail the saving throw, they become bound to the weapon and cannot willingly part with it. This binding can only be undone by the use of a Wish spell.

While bound to the weapon, the bearer must make a Wisdom saving throw of their choice at dawn each day (DC 12 +1 for each day that has passed since their last failed save) or begin to change, transforming into a celestial-like being that is a fitting wielder of the weapon. Each time the saving throw is failed, the DC increases by 4. Once they fail their fifth saving throw, their creature type becomes celestial, and their alignment becomes Lawful Neutral. Upon failing their tenth saving throw, they lose control of themselves entirely, and their will becomes subsumed by the blade, causing them to transform into a Celestial of the Stars.

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, Resistance: Radiant, Immunity: Blinded, Advantage: Perception, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

Imp___

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