Weapon (greatsword), artifact (requires attunement by a cleric or paladin)

A weapon spoken with the utmost reverence, Ashbringer was created by the Mountain King Magni Bronzebeard at the request of Highlord Alexandros Mograine, one of the last paladins of the Silver Hand. It is said that Magni forged the weapon for three days straight, each blow of his hammer infused with sadness, rage and vengeance at losing his brother to the undead Scourge. Forged from the strongest of metals of Ironforge and empowered by the holy light, the blade easily cleaves through legions of undead creatures, leaving behind golden flames and swirling black clouds as the undead are turned to ash.

Holy Blade. This magical greatsword grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack against a fiend or undead using it, the creature takes an additional 2d10 radiant damage.

Ashes to Ashes. You have advantage on attack rolls made against fiend or undead creatures with this weapon. If a fiend or undead is reduced to 0 hit points from damage made by this weapon, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine black ash. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

Call of the Highlord. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the cleric or paladin classes, the radius of the aura increases to 30 feet.

Light's Vengeance. While you are holding this weapon, Ashbringer can maintain concentration on any cleric or paladin spell you cast so that you don't have to.

Illuminance. The sword continuously gives off bright light in a 10-foot radius and dim light for an additional 10 feet. While you are holding this drawn weapon, the range of both of these are increased to 30 feet.

Wake of Ashes. While you are holding this weapon, you can use an action to swing this weapon, unleashing a wave of golden holy fire in a 15-foot cone with it. Each creature in the area must make a Dexterity saving throw (DC 18), taking 8d10 radiant damage on a failed save, or half as much on a successful one. If the creature is a fiend or undead, they have disadvantage on the saving throw. On a failed save, they take maximum damage and are stunned until the start of your next turn. Once you use this ability, you cannot do so again until the next dawn.

Corruption. The core of Ashbringer is made from the remaining crystal of a Naaru, a being of light that can fall into shadow. If the weapon is used in an act of evil, it becomes desecrated, and it magically transforms into the Corrupted Ashbringer. Its appearance changes in different ways, reflecting the method of its desecration. The DM decides whether or not a specific act will desecrate it. The following ways are examples of how it can be desecrated:

  • The weapon is used to kill an innocent good or neutral-aligned person, or used to betray and kill another person.
  • The weapon is left on desecrated ground for 24 hours.
  • A fiend or undead creature attempts to attune to this weapon.
  • A creature casts a 7th-level or higher spell from the necromancy school on the weapon.

Destroying the Sword. The sword can only be destroyed by its creator, King Magni Bronzebeard of the Ironforge dwarves, and only in the utmost sincerity of destroying it. The Naaru crystal at its core must first be destroyed by powerful magics, either by a Wish spell or with a successful DC 25 Arcana check. Then, the sword must be submerged in the lava of Ironforge for three days. Lastly, the now glowing-hot weapon must be struck by its creator with the same hammer used to forge it.

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, Damage: Radiant, cleric or paladin, Heavy, Two-Handed, Graze

IronGreek

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