You touch a non-magical weapon. Until the next short or long rest, that weapon becomes sentient, enchanted and bound to the owner. the owner can not use other weapons for the duration of this enchantment. losing, dropping or throwing the enchanted weapon will make it teleport back into the owners hands after 6 seconds.
On hit you roll 1d100.
land 1 to 5: you drain (2 x your character level) health points of yourself and the target is healed for the same amount and you gain 1 level of exhaustion.
land 6 to 49: you drain (2 x your character level) health points of yourself and the target is healed for the same amount.
land 50 to 94: you drain (2 x your character level) health points of the target and you are healed for the same amount.
land 95 to 100: you drain (2 x your character level) health points of the target and you are healed for the same amount. The enchanted weapons hunger is satisfied and will no longer drain health; Instead it will deal additional (2 x your character level) damage.
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