Shadowblade (5e Equipment)

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Weapon (any sword), Legendary (Requires attunement)

No one knows who forged this ancient weapon. Its form subtly shifts to match the will and fighting style of its wielder, but always retains an ominous, shadow-cloaked presence. The blade’s power exacts a terrible toll, both physically and spiritually.

When not attuned, the Shadowblade functions as a +2 magic sword (typically a katana or longsword, at the DM's discretion).

Curse of the Shadow. Attuning to the Shadowblade requires the sacrifice of a sentient creature. Upon attunement, the wielder takes 1d10 necrotic damage and ages 3d10 years (unless the creature is immune to aging). The wielder must succeed on a DC 5 Constitution saving throw or die from the shock. A creature that dies this way rises as a wight (see the *Monster Manual*) under the DM's control, sworn to protect the Shadowblade. While attuned, you are considered proficient with this weapon.

The wielder’s eyes grow darker over time, and nonmagical flames are extinguished within 30 feet of them. The wielder can extinguish magical flames or light sources by touching them.

The Shadowblade is sentient and subtly compels its wielder toward cruelty. If the wielder chooses to spare the life of a sentient creature for any reason other than personal gain, they take 1d10 necrotic damage and cannot use the weapon’s special actions until they either kill the spared creature or the next dawn.

If the Shadowblade is more than 50 feet from its attuned wielder (unless thrown by them), it disappears and reappears in the wielder’s hand or at their feet.

Boon of the Shadow. While attuned, you gain the following benefits:

  • You deal an additional 1d6 necrotic damage on a hit with the Shadowblade.
  • You gain temporary hit points equal to the necrotic damage dealt. These temporary hit points can be used to power the weapon’s special actions.
  • Your walking speed increases by 10 feet while you are wearing light or no armor.
  • You can store the Shadowblade in a pocket dimension. As a bonus action, you can summon it into your hand from this space, even in an antimagic field. If you die while the blade is stored this way, it reappears beside your body.

Special Actions. While attuned to the Shadowblade, you can use the following abilities:

  • Darkness: As a bonus action, you can suffer 1d10 necrotic damage to cast darkness centered on yourself. You can see in the darkness created by the shadowblade.
  • Overcharge: As a bonus action, you can cast haste on yourself. At the end of each of your turns while haste is active, you take 2d10 necrotic damage.

Absorb Magic. When the Shadowblade strikes a magic item, roll a d100. On a 30 or higher, the Shadowblade may absorb the item’s magical properties (excluding any attunement requirements or curses). If the item is destroyed as a result, its properties transfer as follows:

  • 1-29: No effect; the item is destroyed normally.
  • 30–69: The Shadowblade gains the item’s properties for 4d6 days.
  • 70–99: The Shadowblade gains the item’s properties for 4d6 weeks.
  • 100: The Shadowblade permanently gains the item’s properties.

Magic bonuses to attack and damage from multiple weapons do not stack. Effects gained by the Shadowblade manifest as dark, shifting tattoos on the wielder’s skin, which fade when the effect ends.

Destroying the Shadowblade. If the wielder spares the life of a creature of an opposing alignment and then swears an oath never to kill again, the Shadowblade begins to unravel. If the wielder maintains this vow for the duration of an age category (e.g., middle age to old age), the blade is destroyed. Also, whenever the shadowblade is destroyed by any means, it explodes in a burst of necrotic energy. The wielder dies, and each creature within 120 feet must make a DC 17 Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a success.

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