Weapon (longsword), artifact (requires attunement by a Creature of Good Alignment)

"Very bright was that sword when it was made whole again; the light of the sun shone redly in it, and the light of the moon shone cold, and its edge was hard and keen. As the blade that was broken was renamed Andúril, Flame of the West.”

While you are attuned to Andúril and are wielding it, you gain the following benefits.

Attack and Damage. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit and damage an Aberration, Fiend, or an Undead creature with this Longsword, it deals an additional 4d6 Radiant damage.

Charismatic. You gain Proficiency in Charisma (Persuasion) checks. In addition, you have advantage on all Charisma (Persuasion) checks.

Divine Resistance. You have Resistance to Necrotic and Radiant damage.

Light. As a bonus action, while holding the Longsword you can cast the Light cantrip on the blade of Anduril.

Motivational Speech. You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to 12 friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains 30 Temporary Hit Points, which last until the creature takes a Short Rest or Long Rest. While a creature has any of these Temporary Hit Points, it has Immunity to the Charmed and Frightened conditions, and it has Advantage on the first attack roll it makes on its turn. Once you use this speech you can not use it again until the next dawn.

Spells. This Longsword has 12 charges and regains 3d4 charges daily at dawn. While holding it, you can expend one or more of its charges to cast one of the following spells (spell save DC 18, +10 to hit with spell attacks) from it: Bless (1 Charge), Detect Evil and Good (1 Charge), Dispel Evil and Good (5 Charges), Greater Restoration (5 Charges), or Protection from Evil and Good (1 Charge).

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: Advantage: Persuasion, Resistance: Necrotic, Resistance: Radiant, Bonus: Magic, Damage: Radiant, Proficiency: Persuasion, Creature of Good Alignment, Damage, Buff, Social, Detection, Combat, Versatile, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2022 8:14:18 PM
43
21
--
Coming Soon
11/30/2022 3:59:35 AM
42
0
--
Coming Soon
11/30/2022 4:06:40 AM
44
0
GB
Coming Soon
4/2/2025 5:05:24 AM
88
22
--
Coming Soon

Item Tags: Damage Buff Social Detection Combat

DaemonSultan

Comments

Posts Quoted:
Reply
Clear All Quotes