Tanath'Aril

**Tanath'Aril**, also known as the **Moonblade of Astaril**, is a **Divine Artifact** in the form of an elven moonblade. Forged by the famed fey smith Taalin, it is formed of flawless mithral and inlaid with gold and silver runes invoking the wrath of Al'Sedhain.

Originally made as a tribute to his mother, Taalin spent 10,000 years within the Cinderglade of Anath'Rama, working mithral obtained from the purevein of Vigrunzal into a blade of impossible balance and unbluntable edge. It has been the prized possession of the Feymother's faithful since it was first presented to Gaval in his Twilight Court.

In the millenia since, Gaval has awarded this blade to those he deems truly worthy of wielding the wrath of the Moon. It has been present at every major conflict the Many Realms has seen, its silvery sheen gleaming from the grasp of elven swordmasters and mortal champions against the forces of the Night. It is a testament to sylvan craftsmanship and elven martial prowess, and is a reminder that neither time nor grief has stayed Tholara's fury.

## Abilities

Like all artifacts, Tanath'Aril draws its strength from its user. The more powerful its user becomes, the more powerful the artifact gets.

### Dormant

You have a +1 bonus to attack and damage rolls made with this magic finesse weapon.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.#

### Awakened

You have a +2 bonus to attack and damage rolls made with this magic finesse weapon, and it scores a critical hit on a roll of 19 or 20.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This light dispels magical darkness and cannot be hidden or snuffed.

Something stirs within the blade; a wisened presence whose slumbering presence bears comfort.

### Epic

You have a +3 bonus to attack and damage rolls made with this magic finesse weapon, and it scores a critical hit on a roll of 19 or 20. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +3 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This light dispels magical darkness and cannot be hidden or snuffed. Aberrations, fiends, monstrosities, and undead have disadvantage on attack rolls, ability checks, and saving throws made within this area.

A consciousness has begun to form in the blade, It cannot communicate, but it is undoubtedly there and binding itself to you.

### Exalted

You have a +4 bonus to attack and damage rolls made with this magic finesse weapon. It functions as a vorpal sword, and scores a critical hit on a roll of 19 or 20. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +3 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This light dispels magical darkness and cannot be hidden or snuffed. Aberrations, fiends, monstrosities, and undead have disadvantage on attack rolls, ability checks, and saving throws made within this area. When you hit such a creature with an attack using this magic weapon, the target takes an extra 3d6 slashing damage and must succeed a DC 20 Constitution saving throw or become blinded until the end of their next turn.

#### Sentience

Tanath'Aril is a sentient neutral good weapon with an Intelligence of 14, a Wisdom of 20, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

#### Personality

Tanath'Aril seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the Champion of Al'Sedaen. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

Tanath'Aril is overconfident. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. It believes all foes it faces are insignificant and weak, and is determined to mete the justice of the Feymother on any creature of the night in encounters.