You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon deals an additional 1d6 Necrotic damage against living creatures and gives the wielder 1d6 Temporary HP for each kill. If a Long Rest is taken, all HP benefits are lost. If no creature is killed in between long rests, the wielder Permanently loses 1d10 HP per day or until the wielder perishes.
This weapon gives advantage on death saving throws.
This weapon allows resistance to Necrotic damage.
A Natural 20 is considered CRITICAL. On a CRITICAL HIT, you cast the WITHER spell affecting all creatures in a 10-foot radius.
All-Black is sentient and possesses a malevolent will of its own, though it was subservient to its creator. It is capable of communicating with its hosts and seeks to corrupt them. The host must make a WIS (DC17) Saving throw or become corrupted.
This sword is CURSED, and becoming attuned to it extends its curse to you. As long as you remain cursed, you are unwilling to part with All-Black, keeping it within reach at all times. If forcibly separated, you take 6d6 PSYCHIC damage upon separation. You cannot un-attune to this weapon. Only a spell such as Remove Curse or Wish can break your attunement to All-Black.
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, Advantage: Death Saving Throws, Resistance: Necrotic, Proficiency: Greatsword, Damage, Combat, Heavy, Two-Handed, Graze