Ashbringer is a powerfull sword forged from the holy orb K'ara by the revered blacksmith Magni in the famed Forge of Spells.
It is a sentient blade with an inate spellcasting ability that will judge it's wielder. It is a sword that wants to be wielded by a champion of justice and righteousness.
- You have a +2 bonus to attack and damage rolls made with this magic weapon.
- if you hit an undead with this sword and the undead has 25 hp or less left, it will be turned to ashes.
- the sword can cast two different spells: Crusader's Mantle and Holy Weapon. The sword is the caster of the spells, and will do so on request of it's wielder, should they be worthy. Any concentration checks will be made through the sword. Asking the sword to cast these spells is a free action.
- Crusaders Mantle:
Holy power radiates from the sword in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with the sword, centered on it. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
- Holy Weapon
The sword imbues itself with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit.
As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
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: Bonus: Magic, - the sword itself acts on initative count 20 - the sword has an AC of 17, by a good alligned Paladin or Cleric, Damage, Combat, Heavy, Two-Handed, Graze