You have a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon deals 1d8+3 Slashing Damage.
This weapon has 3 Charges that recharge Daily at Dawn.
Zhurkwood's Grasp - The wielder may expend a charge as a bonus action. Upon expending a charge, the Vines wrapped around the blade will shoot out at a target , causing them to make a DC 17 Dexterity Save, avoiding the vines on a success. On a failure, you are restrained by the vines for 1 minute and are pulled 15 towards the wielder. While the target is restrained by the Vines, the wielder has advantage on any melee attack with Zurkwoods Zenith. The target may attempt a Strength Save, breaking free the vines on a success. On a failure, the target takes 2d4 Poison Damage and must make a DC 17 Constitution Save or be Poisoned for 1 minute.
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, Combat, Versatile, Sap
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