Weapon (greatsword), legendary

Anguirel was one of a pair of swords forged by Eöl, the Dark Elf, from an iron meteorite. Both swords were black and could cleave through any earth-delved iron. Eöl gave Anguirel's mate, Anglachel, to Thingol as payment to live in Nan Elmoth. He kept Anguirel until it was stolen by his son Maeglin, who fled to Gondolin. What became of it later is unknown.

  • Steel breaker. You gain a +3 bonus to attack rolls and 2D12+10 necrotic damage made with this magic weapon. It has the following additional properties.
  • Blood drinker. Whenever you deal damage to a creature with Anguirel, the sword devours its blood, unless it is a construct or an undead. When it devours blood, Anguirel grants you temporary hit points equal to 50% of your total damage. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Anguirel in hand, you have advantage on attack rolls, saving throws, and ability checks.
  • Blood rage. at the end of your combat phase, you must pass a Wisdom 15 check. On the roll from 15<x<10, you must spend your next turn to move and attack the closest enemy. On total score (with modifiers) bellow 10, you move and attack your ally. On critical fail (D20=1), you attack yourself (this time damage does not restore your hp)
  • Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
  • Sentience. Anguirel is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 20, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Anguirel also understands every language you know. To throw a weapon, wielder must pass the Wisdom 22 check.
  • Personality. Anguirel speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to drink blood. It doesn't care whose blood it eats, including the wielder's. The sword believes that all matter and energy sprang from a great void of Morgoth and will one day return to it. Anguirel is meant to hurry that process along.
  • Blade of the traitors. Anguirel's hunger for blood must be regularly fed. If the sword goes one or more day without drinking blood, a conflict between it and its wielder occurs at the next sunset. The blade becomes hostile and tries to take control over the wielder, who must pass a 22 Wisdom check or became the slave of the sword. The sword makes its wielder to move and attack in mele (with maximum number of attacks on advantage, this time damage does not restore your hp)  the nearest living creature. (if there is no creature or not enough range, the blade attacks its wielder, this time damage does not restore your hp). After blood is consumed, the blade stops possessing the wielder. 

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: Melee Attacks, Melee Weapon Attack: Necrotic, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

dndbeginner9

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