A weapon forged by the Azure Tyrant to slay the gods themselves. While it has never reached its desired potency, it remains a horrifically lethal weapon to those who draw power from the divine. Harabins desire to see the Gods fall is matched by few, and fewer still have the will and drive to see it through. You have a +4 bonus to attack and damage rolls made with this magic weapon.
The Toll. To attune to this weapon, a creature must first succeed a DC 25 Constitution saving throw. On a success, the creature attunes to the weapon but must reduce its hit point maximum by 3d8 + its level, which cannot be restored by any means. On a failure, a creature is killed instantly and cannot be revived by any means. Additionally, whenever a creature makes any attacks with this weapon it must roll a D6 at the end of its turn. On a 5 or 6 the creature takes 1D10 + its Proficiency bonus necrotic damage.
Dark Strength. The blade deals an additional 3d8 necrotic, radiant or force damage on a hit (your choice).
Death to the Gods. Once per turn, you unleash the wrathful might of the blade upon one creature you attack that is connected to the Divine (eg. Solar, Balor, Pit Fiend) or draws its power from the divine (eg. Cleric, paladin, warlock). The creature takes additional necrotic, radiant or force damage (your choice) equal to double its CR. A creature can only take this damage once per 24 hours.
Soulmaw. If a Celestial, Fiend or Aberration is killed by the prior ability, its soul is devoured by the blade. You gain temporary hit points equal to double the creatures CR.
Flame of True Death (Once per Day). As an action, you unleash a wave of rippling dark blue and black fire that cascades forwards in a 60-foot cone. Each creature in this area must make a DC 19 Constitution saving throw or take 5d8 necrotic damage, 5d8 radiant damage and 5d8 cold damage (or half as much on a success), which ignore resistance and immunity to these damage types. Celestials, Fiends and Aberrations make this save at disadvantage. Once you use this ability, you gain 1 level of exhaustion and take 7d8 necrotic damage which cannot be resisted by any means. If you are reduced to 0 hit points by this damage, you are killed instantly and cannot be revived by any means.
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: Necrotic, Damage: Radiant, Damage: Force, DC 25 Constitution saving throw, Damage, Combat, Heavy, Two-Handed, Graze
Previous Versions
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