Ashbringer

Ashbringer Artifact Requires Attunement
Unique
Heavy, Two-Handed Greatsword +3 Hit/Damage 2d6 Slashing +3d10 Radiant Passive: You have resistance to fire, radiant, and necrotic damage and can't be Charmed or Frightened. Passive: While wielded this greatsword sheds bright light that counts as sunlight. When it strikes a fiend or undead it begins burning Use: The wielder can use a flourish to cause a cone of radiant light to splash outward. Requirements: Attunement by a Non-Evil Creature. "So it was that over the course of time, the man and the weapon seemed as one. Ashbringer became a name of legend, attributed not just to the fearsome blade but also to the relentless knight who wielded it."

Forged by King Magni Bronzebeard long ago, the Ashbringer was once wielded by Alexandros Mograine, one of the first Knights of the Silver Hand. His blade was entombed with him for decades after his death until it was recovered by the Scarlet Crusade. Using the heart of A'dal, the Ashbringer was imbued with supernatural strength, giving it the sword strange Light-bearing powers. The Ashbringer now lives up to its first wielder's namesake, leaving nothing but ash in its wake.

History

Properties

Burning Radiance. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The sword deals an extra 3d10 radiant damage to any creature it hits.
Unbreakable Will. While attuned to the Ashbringer, you have resistance to fire, holy, and necrotic damage, and you can't be Charmed or Frightened. Additionally, you gain the additional Flaw: "I cannot abide evil, no matter the face it takes."
Ashbringer's Light. While wielded, this greatsword sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. The light can be suppressed by its wielder without any additional action, but not while it is within 100 feet of a fiend or undead.
Ashes to Ashes. If you damage a fiend or undead with radiant damage while wielding this weapon, they begin burning. This burning effect deals radiant damage and has a save DC of 17. Fiends and undead reduced to 0 hit points by this weapon or while burning by its effect are turned to ash. Items they are wearing are unharmed.
Wake of Ashes. You can spend a flourish with this weapon to cause its radiant light to splash outwards, smiting foes caught in its wake. Creatures of your choice in a 15-foot cone must make a DC 17 Dexterity saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. The cone must target the creature you hit with the triggering attack.
Sentience. The Ashbringer is a sentient, lawful good item with an Intelligence of 25, a Wisdom of 25, and a Charisma of 30. It has hearing and truesight to a range of 120 feet, and can understand all languages. The sword rarely communicates, but when it does, it speaks telepathically through celestial resonance similar to chimes, the meaning of which is understood regardless of the languages the wielder understands.
Personality. The sentience within the Ashbringer is A'dal, a powerful naaru. Through subtle influence, he urges its wielder to uphold the virtues of the Light: Compassion, Holiness, Justice, Protection, and Retribution.

Wielders