Weapon (longsword), legendary (requires attunement by a by it's rightful heir, or by a creature of noble bloodline and good alignment.)

"Andúril, Flame of the West, is a legendary longsword that embodies the unity and resilience of humans, elves, and dwarfs. Formerly known as Narsil, the Flame of Sun and Moon, it was crafted by the renowned dwarf smith Telchar, said to be a student of Aüle himself (who is nowaday known as Moradin). Telchar's mastery imbued the blade with exceptional craftsmanship and magical properties. The blade shines brightly, reflecting the light of the sun and the moon through the symbols etched upon its surface, symbolizing hope and courage even in the darkest of times.

After the great battle against Sauron, where Narsil shattered, the great enemy was vanquished for a time. Forged by a dwarf, wielded by humans, and reforged by elven smiths in Rivendell upon Sauron's return, the blade symbolizes the unity of the three nations—humans, elves, and dwarfs—against the great evil that threatened Middle-earth. It was during this reforge that the sword was bestowed with the name Andúril, meaning 'Flame of the West,' reclaiming its true identity as the rightful heirloom of the line of kings.

Adorned with Dwarven runes followed by Elvish writing, including a rune symbolizing the defeat of Sauron in the Last Alliance, Andúril emanates a brilliant aura that strikes fear into the hearts of its enemies while inspiring allies with its symbol of unity. Upon the final defeat of Sauron, another rune was added to Andúril's blade, symbolizing the ultimate victory over the Dark Lord and the enduring hope brought to Middle-earth."


When wielding Andúril, every strike resonates with the Legacy of Narsil the ancient Flame of the Sun and Moon. As the blade meets its target, the radiant aura surrounding Andúril intensifies, channeling the celestial energies of the sun and moon into a devastating strike.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

You deal extra 1d8 radiant damage on a hit.

Andúril acts as a symbol of leadership and courage. When wielded by creture attuned to it it grants advantage on Charisma checks made to inspire allies or rally them in battle.


Andúril has 5 charges and regains 1d4 of it's charges daily at dawn. You can expend 1 charge for one of the following effects:

Legacy of Narsil: Drawing upon the ancient legacy of Narsil, the Flame of the Sun and Moon, you can infuse Andúril with radiant energy, unleashing a devastating strike upon your foes. By expending 1 charge, you channel the celestial power of the sun and moon into your attack, dealing an additional 2d8 radiant damage to your target.

Blinding Radiance: As a bonus action, you can expend 1 charge to unleash a burst of blinding light from Andúril, creating a 15-foot radius sphere of intense radiance centered on yourself. Creatures within the radius must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Only 2 of the followinng effects can be applied at once:

Light of Elendil: As a bonus action, you can expend 1 charge to infuse the sword with radiant energy, causing it to emit a brilliant aura of light. Whenever an enemy creature enters or starts its turn within 15 feet of you and Andúril, it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature becomes immune to the fear-inducing aura of Light of Elendil for the next 24 hours.

Valor's Aura: As a bonus action, you can expend 1 charge from Andúril to awaken its ancient power, igniting a radiant aura that fills allies nearby with courage and resolve. As the blade is raised, a palpable sense of hope and determination envelops those who stand alongside the wielder. Allies within 15 feet of the bearer gain advantage on saving throws against being frightened and become immune to the effects of fear caused by creatures of Challenge Rating 5 or lower for 1 minute.

Echoes of Valor: As an action, you can expend 1 charge to inspire your allies with echoes of Andúril's heroic deeds. For the next minute, all allies within 15 feet of you gain advantage on the next attack roll they make. This effect can't be stacked with itself; if an ally already has advantage from this ability and gains advantage again, they gain no additional benefit but the duration of the effect is not reset.

Flame of Renewal: As an action, you can expend 1 charge to invoke the Flame of Renewal, causing Andúril to shed bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. During this time, any allies within the radius gain advantage on death saving throws. You must maintain concentration on this effect as if concentrating on a spell. If your concentration is broken, the effect ends prematurely.

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, Damage: Radiant, Advantage: Charisma Ability Checks, by it's rightful heir, or by a creature of noble bloodline and good alignment., Damage, Buff, Combat, Versatile, Sap

Item Tags: Damage Buff Combat

jaroslavceren

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