Infernion (5e Equipment)
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Weapon (greatsword), artifact (requires attunement)
Description. Infernion was once the most powerful blade in the universe. Created by the Battle Mage Infernis, Infernion could defeat any opponent that came it's way. Then Cypherion was made, and the two blades rivaled each other in power. When they accept each other's power, will they finally rest. Inferis the Battle Mage was the first of the Battle Mages. His skill with imbuing weapons with elemental magic soon allowed him to learn how to wield both necrotic and radiant forces. He made Infernion with the ability to do both.
Traits. Infernion has a +3 bonus to attack and damage rolls. It can also change it's damage from slashing to force, bludgeoning, necrotic, or radiant damage. The alignment of the creature determines if it gets necrotic or radiant damage. Good characters get radiant, and evil ones get necrotic.
Defensive. Infernion functions as a Defender.
Ethereal Warp. Infernion allows you to cast the misty step spell 4 times. The weapon regains all uses of this effect as dawn.
Ethereal Copy. Infernion allows you to cast the mirror image spell once with no material components. The weapon regains use of this effect at dawn.
Etherion Shift. When wielding Infernion, you may use the tip of the blade to cut open a portal into the Ethereal plane. The weapon regains use of this effect at dawn.
Ethereal Blade. Infernion ignores the effect of shields or similar items besides armor that boost a creature's AC, including all magical effects.
Sentience. Infernion is sentient. It speaks in Infernis the Battle Mage's voice, and it has an Intelligence of 18 (+4), a Wisdom of 19 (+4) and a Charisma of 20 (+5). It can communicate telepathically to you in a language you can understand, and has all of the knowledge that the previous wielders have had. Infernis is incredibly picky about its wielder, and usually only allows creatures who are fond of magic and magical discovery to wield this weapon. Infernion is known to be a great source of knowledge about magic and about the days before the Spellplague, which it will talk about frequently.
If the wielder does not seek out magical knowledge or magical items within a week, the wielder will have an argument with Infernis at dawn.