You reach within the moonblade and draw upon its power, leaping into the air and striking down like a mighty fulgur. As a free action on the turn you cast this spell, you can make one melee weapon attack with the moonblade used as the spell's material component. On a hit, the attack deals an additional 3d4 lightning damage.
For the duration, you gain the following benefits:
- Passive: Steadfast Landing. You have resistance to nonmagical bludgeoning damage. Your concentration cannot be broken by damage suffered from falling.
- Passive: Greased Lightning. The moonblade gains the reach property if it didn't have it before, and it loses the two-handed and heavy properties if it had either before.
- Passive: Unyielding Advance. When you hit a target with the moonblade as part of the Attack action on your turn, you can make an Athletics check using your Spellcasting ability contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you push the target 5 feet away from you and you move 5 feet towards the target, ending your movement in an unoccupied space. If no unoccupied space is available, you instead move to occupy the target's previous space.
- Action: Arc Discharge. As an action, you can make a standing leap, moving up to your speed and landing in an unoccupied space (this movement does not provoke opportunity attacks). When you land, each creature within 15 feet of you must make a Dexterity saving throw. On a failed save, a target takes 3d6 lightning damage and cannot take reactions until the start of its next turn. On a success, a target takes half as much damage and is otherwise unaffected.
Denouement: Castigation of Aerdrie. When this spell ends, you can cause the moonblade to fly toward a creature or object within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes damage from the moonblade (as if you had attacked with it normally) plus 3d8 lightning damage. The moonblade then returns to your hand, and all creatures within 15 feet of the target must make a Constitution saving throw. If the target was hit by the attack, it has disadvantage on this roll. On a failed save, a creature is stunned for 1 minute. On a success, a creature takes half as much damage and is not stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* - (a moonblade to which the caster is attuned, worth at least 1sp)