You have a +2 bonus to attack and damage rolls made with this magic weapon. You have advantage to Intimidation (Charisma) checks. While attuned to Axiom, you deal an extra 1d6 psychic damage when you attack. While attuned to Axiom you are blinded when you are more than 10 feet away from it. While you are attuned to Axiom, celestial creatures are always hostile toward you. While attuned to the artifact, you have resistance against force damage.
Forged by the malevolent hands of Bane, the God of Tyranny, Axiom now lies in wait, its sinister presence veiled in darkness, anticipating the touch of a champion worthy of its power.
Resting upon an ancient altar in the depths of Bane's sanctum, Axiom exudes an aura of ominous anticipation. Its blade, honed to perfection through the fires of divine craftsmanship, gleams with an otherworldly light, beckoning forth those who would dare to grasp its hilt.
But Axiom is not a weapon for the faint of heart or the weak of spirit. It seeks a champion whose ambition knows no bounds, whose thirst for power rivals that of its creator. Only such a warrior, fueled by ambition and unyielding resolve, can hope to master the dark energies that course through Axiom's veins.
As the ages pass and kingdoms rise and fall, Axiom remains vigilant, its watchful gaze fixed upon the horizon, awaiting the arrival of its chosen wielder. For in the hands of the right champion, Axiom is more than just a sword—it is a harbinger of destiny, a conduit through which the will of Bane may be enacted upon the mortal realm.
And so, Axiom waits, its silent vigil a testament to the enduring power of tyranny and the eternal thirst for conquest that lies within the hearts of mortals. For when the time is right and the stars align, a champion shall arise to claim Axiom as their own, and in that moment, the fate of nations shall hang in the balance.
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, Resistance: Force, Damage: Psychic, Damage, Combat, Versatile, Sap
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