Weapon (greatsword), artifact

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw.
On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends and the target becomes Frightened for the Duration. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
At the beginning of each of the target's turns, the target must succeed on a Wisdom saving throw or take 1d10 psychic damage.
On a successful save, the spell ends.

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: Damage: Necrotic, Heavy, Two-Handed, Graze

Keymavega

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