A fighter once has fought endless battle against dragons and other magical creature, leaving no one behind and seeking in battle for a better purpuse in his life. Through his fight, he saw that the true plague of this world was what he fought for very long years: magic. He traveled through the endless planes, seeking again and again for the answer he was seeking, how to destroy once and for all, and an answer he saw: an antimagical metal. Should a magical creature touch this abomination, it will definetly die, and his spirit would never even reach a spiritual realm, as all magic that comes to the touch of this metal vanishes from existence. He took the metal cautiously and asked a smith to make a beautiful blade with it and, after he made it, he assured that the smith would never make anything better than that sword. Slaying countless creatures, he thought that the blade was even superior to gods, and he went to the feywild, a place of pure and caothic magic itself, though what he found was not victory, but eternal slumber, as the goddesses of that plane would never let him enter their domain, and swiftly killed him outright, sealing the sword away from the innocent creatures of the plane, and maybe even from the creatures of other planes. The blade is etched with faint, shifting runes that glow when near magic. It hums with an eerie energy, a reminder of its power to unravel the arcane.
This weapon has a +3 to attack and damage rolls. The sword grants its wielder resistance to force damage, and the wielder gains advantage on Dexterity saving throws against spells and magic-based abilities. This weapon has 10 charges and regains 1d6 + 4 charges every long rest. When attacking a creature that is a spellcaster or a creature that can cast at least one spell or magical effect, such as breath weapon , You have advantage on your first attack roll against it, and the targeted creature takes an additional 2d10 force damage. This ability can be used only once every round.
Magical Destroyer. As an action, you can expend 2 charges and attack a spellcaster or a creature that can cast at least one spell or magical effect, such a breath weapon. If the creature is hit, it has disadvantage on its spellcasting rolls and the wielder gains advantage on saving throws against spells cast by the target for 1 minute after being hit. This effect can only occur once per long rest, and recharges at dawn.
Magic Disruption. Choose one creature, object, or magical effect within 30 feet of you. The sword unleashes a burst of disruptive energy, attempting to dispel the magic. You can expend 3 charges and, as an action, you can strike with the sword to attempt to cast dispel magic at 6th level or, as a reaction, you can strike the air with the sword towards the magic to cast Counterspell. The sword has to be in contact with the magic or object to dispel or counter the magic. This ability can be used at-will. If the magic was countered or dispelled, it regains as much charges as the level dispelled or countered, and if the magic was also a spell of 6th level or higher, the creature or object affected takes 3d10 force damage and increases by 1d10 every level above 6 as the magic unravels.
Magical Enhancement. Whenever the wielder successfully uses Dispel Magic or Counterspell using the sword and the sword has already 10 charges, they regain 1d8 hit points per excess charges. This effect can occur once per short rest.
Antimagic Field Of Void. As an action, you can expend 7 charges and cast Antimagic Field centered on yourself. This causes an area within a 10-foot radius around you to be filled with an antimagic effect. While the field is active, all magical effects are suppressed within the radius, including spells, magical items, and magic-based abilities. Any creature within the field cannot cast spells or benefit from magic.
Void Step. The sword allows the wielder to teleport up to 60 feet to an unoccupied space they can see, but only if the space is void of magic (such as an area inside an antimagic field or a natural, unmagical space). This teleportation doesn’t require a spell slot and can be used once per long rest.
Sentient. The Antimagic Longsword of the Void is a sentient weapon, with a 20 Intelligence, 18 Wisdom and 19 Charisma, and is a Lawful Evil Alignment.
Personality. The sword is cold, calculating, and obsessed with the suppression of magic. It views magic as a dangerous force to be controlled and eliminated. It may offer advice to its wielder, pushing them toward eliminating magical threats, but it demands that its wielder never use magic to weaken or enhance its power.
Curse. The sword’s connection to the void is not without cost. While attuned to this sword, you are vulnerable to magical effects. Any spell that targets you or affects you in any way deals extra force damage equal to half the spell’s level (rounded up). Additionally, While wielding the blade, you find your connection to the Weave of magic growing increasingly strained. You can never cast spells or use magical abilities while wielding the sword.
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: Magic, Damage: Force, Healing, Teleportation, Damage, Buff, Debuff, Negation, Utility, Combat, Cursed, Sentient, Versatile, Sap
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