Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Weak Lift. While the sword does float off the ground to move, it is unable to ascend more than 5 feet off the ground. It can still maintain its height, even if the ground beneath it lowers. Being grounded by a spell such as Earthbind renders it immobile and unable to attack, except with Magic Missile.
Multiattack. The sword makes two melee attacks and can additionally use Magic Missile if no other swords linked to its summoner have cast Magic Missile since its last turn.
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Magic Missile. Ranged Spell: reach 120 ft., one target per dart. Hit: 4 (1d4 + 2) force damage.
This sword and any other animated ancient swords controlled by the same summoner fire a single dart simultaneously at one creature they can see in range (no action required by other swords.) They can target the same creature or multiple. This cannot be used by any other animated ancient swords linked to the same summoner until the start of this sword's next turn.
Protective Parry. When an enemy creature succeeds on an attack roll against the sword's summoner, the sword can teleport in front of its summoner if it is within 100 ft. of them, adding +3 to its summoner's AC. If the attack still hits, it will damage the sword instead of its intended target.
Description
An animated ancient sword is but one member of a complete set of intangible warriors, sworn to protect the being that summoned them and working together to accomplish that goal.
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