The hiltless blade of this unassuming and crude sword is coated in a thick layer of rust and bloodstains, but is remarkably light for its length.
Lifeblood. While attuned to this weapon, your hit point maximum increases by an amount equal to twice your level, and your hit point maximum can't be reduced by any means.
Veins of Gold. Each time you lose 10 or more hit points in a single instance, the weapon gains 1 charge, to a maximum of 5. For each charge, the weapon gains a +1 bonus to attack rolls, and when you hit a creature with an attack, it deals an additional 1d10 radiant damage per charge. All charges are lost if you do not take any damage for 1 hour.
As the weapon gains charges, cracks form along the blade, glowing with an amber light. As long as the weapon has 1 or more charges, it emits bright light in a radius of 1 foot per charge, and dim llight in the same radius beyond that.
Blood for Gold, Gold for Blood. As a bonus action, you can deal up to 50 necrotic damage to yourself. This damage can't be resisted or ignored. Alternatively, you can expend up to 5 charges to gain 10 temporary hit points per charge for 1 hour.
Curse of Immortality. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
If you die while attuned to this weapon, you return to life with 10 hit points after 1 hour and gain 1 point of exhaustion. While attuned to the weapon, you can't become undead. If you die while you have 5 points of exhaustion, the attunement ends and you can't be brought back to life by any means short of a wish or divine intervention.
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: Hit Points per Level, Damage: Radiant, Damage, Combat, Cursed, Versatile, Sap
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