This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Each subject has Advantage on its Initiative rolls.
A Lance requires two hands to wield when you aren't mounted.
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attack with it.
A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency). On a failed save, the creature has the Prone condition.