Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
Treat as a +1 armor when in dim light.
Whenever the bearer kills a creature while wearing this amror, they gain temporary hit points equal to the creature's CR.
Whenever the wearer takes a dodge action, they gain +1 AC until the end of the turn.
Contains 1 unreplenishable charge of Darkness cast at 2nd level.
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
Whenever the bearer uses the help action in combat, they may treat this as a +1 armor until the beginning of their next turn.
Once per day, the bearer may spend their reaction to gain their Wisdom modifier to their AC until the beginning of their next turn.
Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
When an ally falls unconscious in battle, the bearer gains a +1 AC (or hit/dmg) bonus for the next 10 minutes. If that ally stabilizes or awakens, the bearer loses this bonus.
The bearer cannot be magically compelled to speak the truth while wearing this armour
If the bearer is first in initiative order, treat this as +1 armor for 1 minute.
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's choosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
use a bonus action to activate destructive magic within this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
The bearer cannot become intoxicated while this armor is donned.
The bearer may treat this as +1 armor when moonlight is shining directly on this armor.