Weapon Properties:
- Magic Weapon: Ashbringer is a +3 greatsword.
- Radiant Damage: When you hit with an attack using this magic sword, the target takes an extra 2d8 radiant damage.
- Destroy Undead: When you hit an undead creature with this weapon, it takes an additional 2d8 radiant damage, and it must succeed on a DC 17 Constitution saving throw or be destroyed if it has 50 hit points or fewer after taking this damage.
- Aura of Purity: While attuned to Ashbringer, you and friendly creatures within 30 feet of you have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- Summon Light's Vengeance: As an action, you can call upon the power of Ashbringer to cast Holy Aura (save DC 18). Once you use this feature, you can't use it again until the next dawn.
- Undead Bane: When wielding Ashbringer, you have advantage on attack rolls against undead creatures.
Sentience: Ashbringer is a sentient weapon of lawful good alignment, with an Intelligence of 12, a Wisdom of 16, and a Charisma of 18. It has hearing and normal vision out to a range of 120 feet.
Personality: Ashbringer is a zealous crusader against the forces of darkness. It seeks to destroy all undead and will urge its wielder to confront such creatures whenever possible. It communicates telepathically with its wielder and can speak, read, and understand Common and Celestial. It has a strong, commanding voice that speaks with unwavering conviction.
Curse: The wielder of Ashbringer is compelled to destroy all undead on sight. If the wielder ignores this compulsion, they must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage.
History: The true origins of Ashbringer are shrouded in mystery, but legends say it was forged from the remains of a powerful holy artifact. It was wielded by a great paladin who used it to cleanse the land of the undead scourge.
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: paladin, Heavy, Two-Handed, Graze
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