Weapon (greatsword), legendary (requires attunement)

If the wielder is not yet attuned to the sword it will take on the form of a normal greatsword with no magical properties.

You have a +4 bonus to attack and damage rolls made with this magic weapon.

Once attuned once per day you can activate the sword for 10 minutes. When it is activated the swords completely black blade will start glowing in a red and orange light. When the sword is sheathed or the time runs out the sword will lose all magical properties until the next dawn. 

All attacks made with this weapon counts as magical when activated.

The sword deals an extra 2d12 fire damage and ignores resistance and immunity.

When a succesfull attack roll is made towards any celestial or fiend the attack will always score a critical hit. 

As a bonus action you can dash towards an enemy within 50ft leaving a trail of fire behind you. any creature in the way of your dash will take 6d6 fire damage and must succeed a dexterity saving throw DC15 or be knocked prone. 

When attuned to the sword it grants ressistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

 

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Bonus: Magic, Damage: Fire, Damage: Fire, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

Tazzy_the_alphawolf

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