The blade appears as if made of darkness, and its shape is a tangible black void, outlined in a crimson streak which is the source of the blade's light. It crackles like lightning when drawn, and creates a sharp buzzing sound when swung, like that of an angry bee. Oddly, when the blade strikes a foe, there is no sound from the hit, despite the strength behind it. An elven rune near the pommel signifies a thing of magic.
Sentience. The Artblade is a sentient lawful good weapon with an Intelligence of 17, a Wisdom of 19, and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically in Elvish.
Attunement. In order to attune to this weapon, the wielder must be an Elf of good alignment. The Artblade will judge the wielder's character and subject them to trials, known as a Bladerite, to determine if they are worthy of possessing the power of the weapon. Upon successfully completing the trials, the Artblade will allow the wielder to attune to this weapon. The Artblade will not allow the wielder access to all of the power within the weapon immediately, but will continually judge the actions and grant more power when the wielder demonstrates their ability to control the power within the weapon and within themselves.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Magic Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon.
Alert. While attuned to this weapon, you can't be surprised while you are conscious and you gain a +2 bonus to initiative.
Keen Weapon. Any attack roll you make with this weapon is a critical hit on a roll of 19 or 20 on the d20.
Bound Weapon. You can use this weapon as a spellcasting focus for your spells while holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.
You can magically summon this weapon to your hand (no action required).
Highsun. You can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
Mage Slayer. When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
If you hit a creature with an attack using this weapon, you can cast the Dispel Magic spell from the sword against the target as part of the attack. Alternatively, you can use an action to cast Dispel Magic from the sword against a target of your choice.
Once you cast Dispel Magic using this weapon, you can’t do so again until the next dawn.
You can cast Counterspell through this weapon once per day.
Mobile. Your speed increases by 10 feet when moving toward a hostile creature that you can see.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
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: Initiative, Bonus: Melee Attacks, Damage: Melee Weapon Attacks, Bonus: Spell Attacks, Bonus: Spell Save DC, Proficiency: Longsword, Weapon Property: Finesse, good aligned Elf, Damage, Movement, Utility, Combat, Sentient, Focus, Negates Difficult Terrain, Versatile, Sap
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