You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit a Fiend with this weapon, you take 3d10 Necrotic damage and the target regains 3d10 Hit Points. This Necrotic damage cannot be reduced or prevented in any way. If this Necrotic damage reduces you to 0 Hit Points, the Abyss Blade devours your soul (see "Devour Soul" below).
While attuned to this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight with a range of 30 feet. You may also use its weapon mastery even if you normally wouldn't be able to.
Devour Soul. Whenever the Abyss Blade reduces a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A creature whose soul has been devoured by the Abyss Blade can be restored to life only by a Wish spell or by bargaining with the weapon's masters in the Abyssal Wastes.
Demonic Tenacity. If you fail a saving throw while attuned to the Abyss Blade, you may use your reaction to take 3d10 Necrotic damage. This damage cannot be reduced or prevented in any way. If this damage reduces you to 0 Hit Points, the Abyss Blade devours your soul. If this damage does not reduce you to 0 Hit Points, you can then choose to succeed against the triggering saving throw and then target a creature you can see within 30 feet to suffer the effects of the failed saving throw. You still suffer the effects of a successful saving throw, if any. The new target then makes its own saving throw as if it were the original target of the effect, which it makes at disadvantage.
Haste. The Abyss Blade can cast Haste on you, after which it can't cast this spell again until the next dawn. The weapon decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until the weapon decides to end it, which it can do at the end of any of your turns.
Sentience. The Abyss Blade is a sentient Chaotic Evil weapon with an Intelligence of 18, a Wisdom of 10, and a Charisma of 13. It has hearing and Darkvision out to 120 feet. The weapon talks in Black Speech and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, it also understands and can speak every language you know.
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: Immunity: Charmed, Immunity: Frightened, Sense: Blindsight, Bonus: Magic, Damage, Combat, Heavy, Two-Handed, Graze
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