Weapon (greatsword), very rare (requires attunement)
  1. Aetheric Resonance: When the wielder scores a critical hit, the blade resonates with magical energy, dealing an additional 1d6 force damage.

  2. Ethereal Step: As a bonus action, the wielder can command the Aetherblade to temporarily phase into the ethereal plane, gaining advantage on the next attack. This ability can be used once per short rest.

  3. Arcane Infusion: The sword can be attuned to a specific school of magic (e.g., evocation, abjuration, etc.). When attuned, the wielder gains a +1 bonus to attack and damage rolls against creatures resistant or immune to the chosen school of magic.

Curse (Optional): If you wish to add a curse to the weapon, consider the following:

Spectral Thirst: Aetherblade hungers for combat and the taste of magic. Each day the sword is not used in battle, it gradually drains the wielder's magical reserves. At dawn, the wielder must succeed on a DC 15 Constitution saving throw or temporarily lose one of their prepared spells until the sword is used in combat again.

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: Heavy, Two-Handed, Graze

BrandonNight

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