Christiana Anastasia Dewmont, one of the founders of the Dewmont clan, rose to fame and fortune after on her twenty-first birthday while she was exploring the caves in a nearby volcano upon making her way back to her village she found it under attack by monsters. Without a second thought she took up her fathers sword, the sword that would become almost as famous as she was and single handedly defeated the entire host of monsters ransacking her village. It was said that as she cut down monster after monster the only thing the survivors could see from where they had hidden was the shine of her sword in the morning sun; it was said this looked akin to the sun shining off morning dew hence the name.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend, aberration, monstrosity, or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 15-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Spirit of Dewmont. While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Hellbent. Once per turn, when you deal slashing damage to a creature with this weapon, Asatsuyu No Jin gains a charge as it drinks in the blood of the creature, up to a maximum of 5. After Asatsuyu No Jin gains 5 charges:
- You may make one additional attack each time you take the Attack action on your turn.
- You may make two attacks when you make an opportunity attack (you still only have one reaction).
- Your reach increases by 5 feet.
These charges are consumed at the end of your turn if you have not dealt slashing damage to a creature using Asatsuyu No Jin since the end of your last turn.
Additionally, should you be reduced to 0 hit points while wielding Asatsuyu No Jin and at 5 charges, Asatsuyu No Jin may expend all charges to restore you to half of your maximum HP. You are then unable to benefit from Asatsuyu No Jin's Blood Thirst and Hellbent properties until your next short rest, and you cannot be brought back from 0 HP in this way until Asatsuyu No Jin has bathed in the blood of 20 separate creatures.
Blood Thirst. Once per round, whenever you deal slashing damage with this weapon, you may regain 1d8+2 HP. Alternatively, you may sacrifice up to 20 of your hit points to deal an additional slashing damage equal to half the amount of hit points sacrificed, instead of regaining hit points.
Spells. While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: Toll the Dead, Hellish Rebuke, Searing Smite, Green-Flame Blade, Witch Bolt, Zephyr Strike, Eldritch Blast, Thunderous Smite, Aganazzar's Scorcher, Crusader's Mantle, Flame Blade, Call Lightning, or Circle of Power. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
Sentience. Asatsuyu No Jin is a sentient chaotic good weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically.
Personality. In its lifetime, the sword beheaded thousands of monsters. The sword loves its job and can’t wait to get into combat. If Asatsuyu No Jin isn’t used frequently, it grows bored, singing (very off-key), faux-snoring, or simply complaining in protest. Once three days pass without Asatsuyu No Jin killing a creature (preferably a monstrosity), a conflict between it and its wielder occurs at the next sunrise.
Dormant
The longsword grants the following benefits in its dormant state:
- You can speak, read, write, and understand Giant, Infernal, Abyssal and Draconic.
- When the command word is spoken, the sword's blade erupts in fire and deals an extra 2d6 fire damage to the target. This damage is doubled against Chaotic and Evil creatures.
- While in possession of this weapon, you get advantage on Strength checks.
Awakened
When the longsword reaches an awakened state, it gains the following properties:
- The weapon now deals 2d6 Thunder damage when the command word is spoken.
- You gain resistance to Fire and Thunder damage.
- When you or an allied creature within 30 feet are struck by a creature you can see within 150 feet, you may use your reaction to cast Fireball on that target. Alternatively, you may cast Thunder Step to that target, if it is within range. This feature cannot be used more than once per day, and recharges at dawn.
- When you hit with an attack, you can declare the attack to be a shocking strike. The target takes an additional 3d8 lightning damage and they must make a DC 15 Constitution saving throw or be stunned until the end of its next turn. You cannot use this ability again until you finish a short or long rest.
Exalted
When the longsword reaches an exalted state, it gains the following properties:
- You are now immune to Fire and Thunder damage.
- The 2d6 of Fire and Thunder damage is now 4d6 of each, and the weapon itself now deals an extra d6 of Slashing damage.
- As an action, you may use the longsword to cast the following additional spells (DC: 18): Fire Storm, Destructive Wave, Flaming Sphere, Scorching Ray, Lightning Bolt, Fire Shield, Wall of Fire, Flame Strike, Chain Lightning, or Sunbeam. Once all the spells are used, you may not use this feature again until next dawn.
- You can use your shocking strike ability twice between rests, and the saving throw DC increases to 17.
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, paladin, Versatile, Sap
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