Weapon (longsword), artifact (requires attunement by a character)

The sword is a longsword with +3 to attack and damage rolls, and on a hit, you can have the target take 3d6 radiant damage and make a Charisma saving throw (DC 14). On a failure, that creature is charmed by you for 1 hour. The charm ends if you damage the creature again.

Also, as you take the time to attune to it, you start to hear a voice in your head, speaking to you from the sword. It sounds old and tired, but tells you that it has waited a long time for someone to take it out of this dark place, and that it foresees doing great things with you.

The sword's name is Argratch. It doesn't remember where it got that name, it's been centuries, but that is the name it recalls.

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, Damage: Radiant, Charmed, character, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

The_Sealman

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