Hazirawn
{c}Requires Attunement
While attuned, you gain +2 to attack and damage
rolls. A hit deals an extra 2d6 necrotic damage.
Hazirawn has 4 charges. While attuned and
holding the weapon, you can cast detect magic-1
detect evil/good-1 or detect thoughts-2. At
midnight, 1d4 expended charges replenish.
While attuned, any creature you hit can't regain
hit points for 1 minute. The target can make a
DC 15 CON save at the end of each of its turns,
ending this effect on a success.
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