The sword is imbued with the magic of the first Greatwyrms. The sword requires attunment. While attuned the wielder gains a +1 to all attack and damage rolls with the weapon.As a bonus action, the wielder can speak the name of the to speak the name of the Greatwyrm who imbued the artifact with its magic. While activated in this way, the sword deals an extra 2d6 fire, acid, cold, or lightning damage to any target it hits. This condition last until a creature uses a bonus action to speak the command word again or until the sword is dropped or sheathed.
The sword has three charges. Any creature that wields it can expend a charge when the weapon hits to deal an extra 3d10 fire, acid, cold, or lightning damage. The Wielder can also expend two charges as a bonus action to create a draconic aura. While in this aura, any creature the wielder designates must make a wisdom saving throw or become frightened frightened. While frightened in this way, the creature must use its full action to move as far away as possible. If it leaves the aura it can make the save again.
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage: Fire, Damage: Cold, Bonus: Magic, Damage, Combat, Finesse, Light, Vex
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