Weapon (greatsword), legendary (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

 

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell.

This Greatsword regains 1d4 expended charges daily at dawn. If you expend the blades last charge, roll a d-20. On a 1, the greatsword loses its power and becomes a regular greatsword.

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, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

ZackAnima

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