Weapon (longsword), artifact (requires attunement by a an elf or half-elf spellcaster)

The Artblade is one of three Elfblades created in ancient Galaderon to help the elves establish the first Triumvirate. This particular blade is traditionally used to name the Spell-Major, the Defender by Art, as they are called. The wielder of the Artblade is traditionally responsible for the upkeep of magical defenses of the realm, and command of the Akh'Faer, the arcane arm of the Galaderonian military.

This sentient longsword appears as if made of darkness, its shape a tangible black void, outlined in a crimson streak which is the source of the blade's light. It constantly emits a faint humming sound when drawn.

Through the bond with the blade, the wielder can call the Artblade to themselves from any location as long as both are on the same Plane. This bond is broken only upon the death of the wielder. Should its wielder perish, the blade may seemingly disappear from existence for a time.

The Artblade contains the imprint of all of its past wielders. As such, it allows the current wielder to tap into the abilities of wielders before them. Whenever you finish a long rest, you gain proficiency in one language of your choice and with one skill or tool of your choice.

While attuned to the Artblade, it can act as an Arcane Focus and you can perform Somatic components while holding it. This blade has the light property when wielded in one hand. As a bonus action, you can summon the Artblade to your hand as long as you are on the same plane as it. 

While wielding the Artblade, you gain the following abilities:

  • This sword can be wielded as a magic longword that grants a +3 bonus to attack and damage rolls made with it.
  • You gain a +2 bonus to your Armor Class, saving throws, and spell attack rolls.
  • You gain Advantage on Initiative rolls.
  • The Artblade contains 10 charges for the following uses. The Artblade regains 1d10+3 charges daily at dawn (maximum 10). As an action, you can expend these charges to cast the following spells. These spells are cast at their base spell level and consume the number of charges equal to their base spell level. Alternatively, you can upcast the spells. Doing so consumes an additional number of charges equal to the heightened spell level (i.e. casting Fireball at base level consumes 3 charges, but you can expend 6 charges to cast it at 6th level): Magic Missile (1 charge), Thunderwave (1 charge), Ray of Enfeeblement (2 charges), Counterspell* (*Cast as a Reaction; 3 charges), Fireball (3 charges), Wall of Force (5 charges), Cone of Cold (5 charges), True Seeing (6 charges), Scatter (6 charges)
  • You can cast Detect Magic at will without expending a spell slot
  • You always have Dispel Magic prepared which does not count against the number of spells you can prepare
  • You can use your reaction to make one melee attack against a creature within 5 feet of you that casts a spell
  • You can use your action to cause the Artblade to emit bright light up to 60 feet and dim light for an additional 60 feet. This counts as light from the Daylight spell. The light is red.
  • You age at half your normal rate

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: an elf or half-elf spellcaster, Versatile, Sap

OzzyMej

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