OK, so my original idea was just to create a mirror image for the flame tongue rapier for my gnome fey wanderer to dual wield; but given the character's backstory (https://www.dndbeyond.com/characters/89930882); (https://www.dndbeyond.com/characters/91772480 ); I think I'll upgrade them to faerie treasures that her adopted satyr and pixie parents gave her, make them in her INVENTORY at lv 1 but have them put a faerie glamour on them that she can't use them until she's proved herself worthy (i.e. she's at whatever level the DM I happen to be playing that character with would normally allow magic items of that level, and the in-world explanation is that her renown and deeds have now fulfilled the condition of the glamour.) Anyway, I think the dusk tongue is a cool idea in itself, so I'll post what I have here, and then when I come up with the unique faerie magic items I'll share them here also
Also known as shadow tongue rapiers. these rare blades occur when some energy, spirit, substance or being invoking darkness and shadow as anything from active power to metaphor is incorporated into the process of enchantment which otherwise would have resulted in a flame tongue rapier - whether accidentally or by design.
You can use a bonus action to speak this magic sword's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. While the sword is 'ablaze', its 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If the wielder of a shade tongue rapier also possesses a flame tongue rapier and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
1 - 2: Flame tongue's light is extinguished; shade tongue's darkness/shadow takes full effect
3 - 6: Flame tongue's light is extinguished; shade tongue's area of darkness/shadow is halved
7 - 9: Shade tongue's darkness/shadow are dispelled; flame tongue's area of light is halved
10 - 11: Shade tongue's darkness/shadow is dispelled; flame tongue's light takes full effect
12: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders. All within this area, including the wielder and allies, must make an INT saving throw at DC 13 or be mesmerized by the pattern and behave as if they were under the influence of a confusion spell, with the following changes: on a roll of 2-6 the creature is affected as if an Otto's irresistible dance spell had been cast upon them; and on a roll of 9 or 10 they are afflicted with short term madness for 1d8 rounds but are subsequently unaffected by the interplay of light and shadow in the area and can see through it as if it were illuminated by normal daylight (to all others the area is moderately obscured, acting as a lightly obscured area to them and additionally treating attacks they make or spells they cast against creatures in this area as if those creatures had half cover)
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Fireflies' Kiss, this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
lv. 2: +1 to melee attack and damage
lv. 3: fire / dark "flame" illumination/darkness effects, including effect of blending them
lv. 5: fire / dark "flame" actually deals fire / exhaustion damage
Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, aftter she reaches 3rd level she can use a bonus action to speak it's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. At Phipnaxi's 5th level and beyond, the blade's flames cause it to deal an extra 2d6 fire damage to any target it hits. The flames last until she uses a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Fireflies' Kiss and Midnight Rose after she reaches 3rd level, and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
1 - 2: Flame tongue's light is extinguished; shade tongue's darkness/shadow takes full effect
3 - 6: Flame tongue's light is extinguished; shade tongue's area of darkness/shadow is halved
7 - 9: Shade tongue's darkness/shadow are dispelled; flame tongue's area of light is halved
10 - 11: Shade tongue's darkness/shadow is dispelled; flame tongue's light takes full effect
12: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders. All within this area, including the wielder and allies, must make an INT saving throw at DC 13 or be mesmerized by the pattern and behave as if they were under the influence of a confusion spell, with the following changes: on a roll of 2-6 the creature is affected as if an Otto's irresistible dance spell had been cast upon them; and on a roll of 9 or 10 they are afflicted with short term madness for 1d8 rounds but are subsequently unaffected by the interplay of light and shadow in the area and can see through it as if it were illuminated by normal daylight (to all others the area is moderately obscured, acting as a lightly obscured area to them and additionally treating attacks they make or spells they cast against creatures in this area as if those creatures had half cover)
After 7th level, provided Phipnaxi has Midnight Rose somewhere on her person, she can call on the full faerie glamour power of Fireflies' Kiss: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the sparks in this mist dominate, shimmering and change in a bewildering array of bright opalescent colors; and the whole area is permeated with the smells of cotton candy and moon lilies and filled with the sounds of tinkling bells. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will use them to open a snowflake-brief but intense connection between them and the swirling tides of whimsy and wild magic behind the Feywild itself, so that each one becomes the focus of a random magical effect as if they had {1d6: [1-2] - triggered a wild magic surge; [3 -4] -used a wand of wonder, or [5 - 6] somehow magically attached cards from a deck of illusions to 1d12 random creatures in the area in such a way that they are enveloped by the illusions, which then take on a much more lifelike appearance and move as the creatures move.) If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Fireflies' Kiss is a sentient chaotic good weapon with an Intelligence of 12, a Wisdom of 9, and a Charisma of 12. 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. Fireflies' Kiss seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Fireflies' Kiss has a flaw, it is its tendency to prefer the elaborate and baroque even when simpler methods would be more effective
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Midnight Rose (who sometimes also calls herself Midnight Thorn, depending on her mood), this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
lv. 2: +1 to melee attack and damage
lv. 3: fire / dark "flame" illumination/darkness effects, including effect of blending them
lv. 5: fire / dark "flame" actually deals fire / exhaustion damage
Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, after she reaches 3rd level she can use a bonus action to speak it's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. At Phipnaxi's 5th level and beyond, the blade's 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round (after the first) they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Midnight Rose and Fireflies' Kiss after she reaches 3rd level. and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
1 - 2: Flame tongue's light is extinguished; shade tongue's darkness/shadow takes full effect
3 - 6: Flame tongue's light is extinguished; shade tongue's area of darkness/shadow is halved
7 - 9: Shade tongue's darkness/shadow are dispelled; flame tongue's area of light is halved
10 - 11: Shade tongue's darkness/shadow is dispelled; flame tongue's light takes full effect
12: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders. All within this area, including the wielder and allies, must make an INT saving throw at DC 13 or be mesmerized by the pattern and behave as if they were under the influence of a confusion spell, with the following changes: on a roll of 2-6 the creature is affected as if an Otto's irresistible dance spell had been cast upon them; and on a roll of 9 or 10 they are afflicted with short term madness for 1d8 rounds but are subsequently unaffected by the interplay of light and shadow in the area and can see through it as if it were illuminated by normal daylight (to all others the area is moderately obscured, acting as a lightly obscured area to them and additionally treating attacks they make or spells they cast against creatures in this area as if those creatures had half cover)
After 7th level, provided Phipnaxi has Fireflies's Kiss somewhere on her person, she can call on the full faerie glamour power of Midnight Rose: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the shadows in this mist predominate, oozing and melting in a bewildering kaleidoscope of multihued shadow tones; and the whole area is permeated with the smells of licorice and opium poppies and filled with the sounds of eldritch bagpipes. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will draw them into dreams of darkness and gloom, corruption and vapor and despair (roll d6: the character is the target of, affected by, or has centered upon them a(n) {1: stinking cloud, 2: darkness, 3: fog cloud, 4: gaseous form, 5: infestation, 6: putrefy food and drink[} effect.
If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Midnight Rose is a sentient chaotic good weapon with an Intelligence of 13, a Wisdom of 10, and a Charisma of 13. 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. Midbnight Rose seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Midnight Rose has a flaw, it is its impatience with details and nihilistic personality. Cheerfully nihilistic, but still ...
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Since the editor is being stubbornly glitchy about showing the text for the dusk touched / Midnight Thorn version, maybe it will work in a separate text without the link?
MIDNIGHT ROSE
++++++++++++++++++++++++
Weapon (rapier), legendary (requires attunement)
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Midnight Rose (who sometimes also calls herself Midnight Thorn, depending on her mood), this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
lv. 2: +1 to melee attack and damage
lv. 3: fire / dark "flame" illumination/darkness effects, including effect of blending them
lv. 5: fire / dark "flame" actually deals fire / exhaustion damage
Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, after she reaches 3rd level she can use a bonus action to speak it's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. At Phipnaxi's 5th level and beyond, the blade's 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round (after the first) they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Midnight Rose and Fireflies' Kiss after she reaches 3rd level. and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
1 - 2: Flame tongue's light is extinguished; shade tongue's darkness/shadow takes full effect
3 - 6: Flame tongue's light is extinguished; shade tongue's area of darkness/shadow is halved
7 - 9: Shade tongue's darkness/shadow are dispelled; flame tongue's area of light is halved
10 - 11: Shade tongue's darkness/shadow is dispelled; flame tongue's light takes full effect
12: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders. All within this area, including the wielder and allies, must make an INT saving throw at DC 13 or be mesmerized by the pattern and behave as if they were under the influence of a confusion spell, with the following changes: on a roll of 2-6 the creature is affected as if an Otto's irresistible dance spell had been cast upon them; and on a roll of 9 or 10 they are afflicted with short term madness for 1d8 rounds but are subsequently unaffected by the interplay of light and shadow in the area and can see through it as if it were illuminated by normal daylight (to all others the area is moderately obscured, acting as a lightly obscured area to them and additionally treating attacks they make or spells they cast against creatures in this area as if those creatures had half cover)
After 7th level, provided Phipnaxi has Fireflies's Kiss somewhere on her person, she can call on the full faerie glamour power of Midnight Rose: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the shadows in this mist predominate, oozing and melting in a bewildering kaleidoscope of multihued shadow tones; and the whole area is permeated with the smells of licorice and opium poppies and filled with the sounds of eldritch bagpipes. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will draw them into dreams of darkness and gloom, corruption and vapor and despair (roll d6: the character is the target of, affected by, or has centered upon them a(n) {1: stinking cloud, 2: darkness, 3: fog cloud, 4: gaseous form, 5: infestation, 6: putrefy food and drink[} effect.
If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Midnight Rose is a sentient chaotic good weapon with an Intelligence of 13, a Wisdom of 10, and a Charisma of 13. 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. Midbnight Rose seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Midnight Rose has a flaw, it is its impatience with details and nihilistic personality. Cheerfully nihilistic, but still ...
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
OK, so my original idea was just to create a mirror image for the flame tongue rapier for my gnome fey wanderer to dual wield; but given the character's backstory (https://www.dndbeyond.com/characters/89930882); (https://www.dndbeyond.com/characters/91772480 ); I think I'll upgrade them to faerie treasures that her adopted satyr and pixie parents gave her, make them in her INVENTORY at lv 1 but have them put a faerie glamour on them that she can't use them until she's proved herself worthy (i.e. she's at whatever level the DM I happen to be playing that character with would normally allow magic items of that level, and the in-world explanation is that her renown and deeds have now fulfilled the condition of the glamour.) Anyway, I think the dusk tongue is a cool idea in itself, so I'll post what I have here, and then when I come up with the unique faerie magic items I'll share them here also
DUSK TONGUE RAPIER" (https://www.dndbeyond.com/magic-items/6133096-dusk-tongue-rapier)
Also known as shadow tongue rapiers. these rare blades occur when some energy, spirit, substance or being invoking darkness and shadow as anything from active power to metaphor is incorporated into the process of enchantment which otherwise would have resulted in a flame tongue rapier - whether accidentally or by design.
You can use a bonus action to speak this magic sword's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. While the sword is 'ablaze', its 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If the wielder of a shade tongue rapier also possesses a flame tongue rapier and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Exhaustion, Damage, Combat, Finesse
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
And the latest versions of the faerie treasures are:
FLAME TONGUE RAPIER =
FIREFLIES' KISS https://www.dndbeyond.com/magic-items/6149292-fireflies-kiss
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Fireflies' Kiss, this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
FIREFLIES" KISS DESCRIPTION FOLLOWS:
=============================================================================================================
Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, aftter she reaches 3rd level she can use a bonus action to speak it's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. At Phipnaxi's 5th level and beyond, the blade's flames cause it to deal an extra 2d6 fire damage to any target it hits. The flames last until she uses a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Fireflies' Kiss and Midnight Rose after she reaches 3rd level, and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
After 7th level, provided Phipnaxi has Midnight Rose somewhere on her person, she can call on the full faerie glamour power of Fireflies' Kiss: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the sparks in this mist dominate, shimmering and change in a bewildering array of bright opalescent colors; and the whole area is permeated with the smells of cotton candy and moon lilies and filled with the sounds of tinkling bells. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will use them to open a snowflake-brief but intense connection between them and the swirling tides of whimsy and wild magic behind the Feywild itself, so that each one becomes the focus of a random magical effect as if they had {1d6: [1-2] - triggered a wild magic surge; [3 -4] -used a wand of wonder, or [5 - 6] somehow magically attached cards from a deck of illusions to 1d12 random creatures in the area in such a way that they are enveloped by the illusions, which then take on a much more lifelike appearance and move as the creatures move.) If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Fireflies' Kiss is a sentient chaotic good weapon with an Intelligence of 12, a Wisdom of 9, and a Charisma of 12. 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. Fireflies' Kiss seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Fireflies' Kiss has a flaw, it is its tendency to prefer the elaborate and baroque even when simpler methods would be more effective
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Damage: Fire, Melee Weapon Attack: Piercing, Damage: Piercing, Damage, Combat, Finesse
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Midnight Rose (who sometimes also calls herself Midnight Thorn, depending on her mood), this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
MOONLIGHT ROSE'S DESCRIPTION FOLLOWS:
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Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, after she reaches 3rd level she can use a bonus action to speak it's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. At Phipnaxi's 5th level and beyond, the blade's 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round (after the first) they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Midnight Rose and Fireflies' Kiss after she reaches 3rd level. and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
After 7th level, provided Phipnaxi has Fireflies's Kiss somewhere on her person, she can call on the full faerie glamour power of Midnight Rose: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the shadows in this mist predominate, oozing and melting in a bewildering kaleidoscope of multihued shadow tones; and the whole area is permeated with the smells of licorice and opium poppies and filled with the sounds of eldritch bagpipes. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will draw them into dreams of darkness and gloom, corruption and vapor and despair (roll d6: the character is the target of, affected by, or has centered upon them a(n) {1: stinking cloud, 2: darkness, 3: fog cloud, 4: gaseous form, 5: infestation, 6: putrefy food and drink[} effect.
If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Midnight Rose is a sentient chaotic good weapon with an Intelligence of 13, a Wisdom of 10, and a Charisma of 13. 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. Midbnight Rose seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Midnight Rose has a flaw, it is its impatience with details and nihilistic personality. Cheerfully nihilistic, but still ...
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Melee Weapon Attack: Piercing, Damage: Piercing, Exhaustion, Damage, Combat, Finesse
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1
Since the editor is being stubbornly glitchy about showing the text for the dusk touched / Midnight Thorn version, maybe it will work in a separate text without the link?
MIDNIGHT ROSE
++++++++++++++++++++++++
The process of enchantment that leads to the creation of the related magic of flame and dusk tongue blades is unique in the making of items, in that various intentional or accidental factors can lead to fluctuations in the power of the end result.. In the case of Midnight Rose (who sometimes also calls herself Midnight Thorn, depending on her mood), this blade was very deliberately worked by a faerie smith who followed the Witchlight Carnival for the variety of professional challenges; and who was commissioned by Phipnaxi Reboonsmest Leewamba's adoptive faerie parents to forge a trio of faerie treasures for their daughter to wield the inevitable day her wandering gnome spirit called her back to the mortal world. As such, this sword is a unique treasure designed to grow with her needs. The two rapiers, being more powerful, are guarded with a faerie glamour; that only she can wield the blade without it blazing up in intolerably bright flame or intolerably vacant and hungry darkness and blinding the user, and that she must prove herself worthy of them before they act for her as anything other than an ordinary rapier. The third treasure, a moon sickle +1, was given her to wield until then and to guide her on the path of the fey wanderer. As such, its full magick is available to her immediately. The powers of the rapiers are earned by her making a name for herself and doing deeds that would make her foster fae parents proud; gaining experience levels is a good enough analogue, and allows DMs of any campaign that Phipnaxi may find herself in during her wanderings across the multiverse to tailor the powers of her blades which are available to her at that moment to the average level of magic item which other characters her level possess; as a generic guideline, absent a specific campaign, follow the following table:
MOONLIGHT ROSE'S DESCRIPTION FOLLOWS:
====================================================================================================================
Once Phipnaxi proves herself worthy to wield it at 2nd level, Fireflies' Kiss will always be a magic rapier for her with +1 to attack and damage. In addition, after she reaches 3rd level she can use a bonus action to speak it's command word, causing flame-shaped wisps of shadow to erupt from the blade. These 'flames' shed darkness in a 40-foot radius and an equal radius of shadows (causing vision to be lightly obstructed) for 40 feet beyond that. At Phipnaxi's 5th level and beyond, the blade's 'flames' of shadow spread to any target it hits. These 'flames' do no additional physical damage to the target. but they continue to 'burn' the victim on subsequent rounds, draining their life force and causing them to gain a level of exhaustion each round (after the first) they are psychically 'burned'. This effect can be resisted if the creature succeeds on a CON saving throw; and if they do so twice consecutively, the flames cease to burn them. The DC of this save is 15 the first round, and drops by -3 each round thereafter. The blade continues to be sheathed in 'flames' of shadow until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
If Phipnaxi is wielding both Midnight Rose and Fireflies' Kiss after she reaches 3rd level. and ignites them both at the same time so that any part of their areas of light or darkness/shadow overlap, roll 1d12 and consult the following table to determine the effect:
After 7th level, provided Phipnaxi has Fireflies's Kiss somewhere on her person, she can call on the full faerie glamour power of Midnight Rose: An area equivalent to an 80' diameter sphere centered on the point equidistant between the rapiers is filled with a mist of writhing, constantly flickering sparks and shadows that confound the vision of all beholders, very similar to the last mentioned effect above; however, the shadows in this mist predominate, oozing and melting in a bewildering kaleidoscope of multihued shadow tones; and the whole area is permeated with the smells of licorice and opium poppies and filled with the sounds of eldritch bagpipes. All within this area, initially including the wielder and allies, must make a CHA saving throw at DC 13 or be overwhelmed by the faerie personality of the sword, which will draw them into dreams of darkness and gloom, corruption and vapor and despair (roll d6: the character is the target of, affected by, or has centered upon them a(n) {1: stinking cloud, 2: darkness, 3: fog cloud, 4: gaseous form, 5: infestation, 6: putrefy food and drink[} effect.
If Phipnaxi does not wish this to happen, she can make an attempt to contest the sword's personality in order to prevent the effect from touching herself and 1d8 companions.
Sentience. Midnight Rose is a sentient chaotic good weapon with an Intelligence of 13, a Wisdom of 10, and a Charisma of 13. 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. Midbnight Rose seeks to protect Phipnaxi; it also seeks the increase of wonder and joy in the world; and the advancement of the Feywild and of the Seelie Court and creatures within it. Courage, loyalty, beauty, music, and life are all part of this purpose, as the ancient elven ideals that moonblades reflect all had their roots in the Feywild.
If Midnight Rose has a flaw, it is its impatience with details and nihilistic personality. Cheerfully nihilistic, but still ...
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Melee Weapon Attack: Piercing, Damage: Piercing, Exhaustion, Damage, Combat, Finesse
Famh Thrawn Fiadhaich - 'half elven' sorcerer (wild magic) 2, Sleeping Gods - A Dragon Warriors campaign in the Lands of Legend
Quspira Inirali - tiefling cleric (Life domain) 4, Painted's "He'll be the father of my child"
---RETIRED HEROES' REST HOME---
Sae Ivui Nailo - wood elf rogue (inquisitive) 5 , Sea of Death: Captain Hailstorm's Lost Treasure
Ryshraxea "Shra" Naranthi - tabaxi artificer 1, Nyx's Tomb of Annihilation - Group 1