You have a +3 bonus to attack and damage rolls made with this magic weapon. This swords magical energy has been polluted and tainted in its use, passed down a line of bloodthirsty war leaders it strikes out now at all but the kindest of wielders - having come to believe all mortal hands will use it for evil, those who can wield the blade in it's current cursed form describe it as "distrustful" and "brittle" despite it's pristine condition.
Avarice is a blood red sentient weapon who's aesthetic is opposed to it's appearance, it is chaotic good with an Intelligence of 16 (+3), Wisdom of 12 (+1), Charisma of 16 (+3), and has hearing and dark vision out to a range of 60 feet. The weapon understands Common and one other language, and it can communicate telepathically with it's attune wielder.
Only creatures with the Good alignment can successfully attune to this weapon, if a creature without a matching alignment attempts to attune to the weapon they fall victim to Avarice's Curse.
Curse. This weapon is cursed, and becoming attuned to without a Good alignment extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with melee weapons other than this one. Additionally any time you witness a creature wielding a blade for the first time in an hour you must make a DC 18 Wisdom Saving Throw or lose your personality to the blade for a day, it will attempt to ceaselessly slaughter any creature wielding a blade or bludgeoning weapon using your body.
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, Combat, Heavy, Two-Handed, Graze
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