Sword of War
Sword of War
Sword (Any Sword), Legendary (Requires Attunement)
“The second Horseman was given a great sword.”
-Revelation 6:4
Forged from the sheer willpower of the Horseman of War, this weapon’s natural form is that of a massive greatsword. However, this sword resizes to fit the hand of a creature that attunes to it, and can even take the form of a different style of sword, chosen by the wielder during attunement. Regardless of the form it takes, you are proficient with it when you wield it. The Sword of War is an incarnation of the Horseman’s consciousness and willpower, and thus, even if the Horseman is destroyed, the sword will live on, seeking a new host to carry out its mission.
You gain a +1 bonus to attack and damage rolls with this magic weapon.
Blood Frenzy. The Sword of War is driven into a ecstatic frenzy by the sight of blood. While you wield it, you have advantage on melee attack rolls against a creature that does not have all of its hit points.
Violent Regeneration. The Sword of War absorbs a portion of the power of those slain by its blade, and can transfer some of this strength to you. When you reduce a creature to 0 hit points, you regain a number of hit points equal to half of the target’s hit point maximum.
Sentience. The Sword of War is a sentient Chaotic Neutral weapon. It has hearing and darkvision out to a range of 120 feet, and can communicate telepathically with its wielder using images and feelings, but not language. If the Sword of War is required to make an Intelligence, Wisdom, or Charisma check, it uses the stats of the Horseman of War.
Personality. The Sword of War thrives on random violence. Like the Horseman who created it, the Sword believes that peace and stability are the root of some of the greatest corruptions in human history. It is in times of peace that the treachery and manipulation of politics, commerce, and discrimination creep in to take advantage of the weak. In the eyes of the Sword of War, the only way to prevent the inherent corruption of these peacetime machinations is to keep the mortal realm in a perpetual state of violence, fear, and war. War brings balance. War is honest. War is fair.
Azrael's Guide to the Apocalypse, printed pages 177, 178.