Weapon (shortsword), legendary (requires attunement by a Artificer)

The Athame no longer simply switches between mercy and judgment. Its edge now splits the veil between both, revealing a third voice — a whisper of dusk, of endings and beginnings braided together.

Petals of silver and shadow drift around you when drawn. The Court’s silhouettes now stand fully behind you — Bloom to your right, Rot to your left… and in the center, a masked figure of twilight, silent but watching. This is the Third Court, the hidden verdict, the balance between healing and ruin.

  • Living Weapon:  Functions as a +3 Shortsword. As a bonus action, you may shift its form into a +3 Glaive without the heavy property. You may use your Intelligence modifier instead of Dexterity or Strength for attack and damage rolls. While attuned to this relic, you gain proficiency and mastery with it regardless of its form. 
  • Dual Aspect: On each strike, you may choose to deal radiant (Bloom) or necrotic (Rot) damage instead of the weapon’s normal damage.
  • Thornbite: Once per turn, when you hit a foe under a condition (poisoned, restrained, charmed, or frightened), the attack deals an extra 4d4 damage.
  • Twofold Court Stance:  As a bonus action, you enter one of two stances: Bloom Stance or Rot Stance. You may switch stances using another bonus action. You retain the ability to switch weapon forms independently. While in a stance, Dual Aspect is replaced by the stance’s version of Bloom/Rot.
    • Bloom Stance — Sanctuary of Petals:

      Bloom protects, calms, shields, and reinforces the Court around you. While in Bloom Stance you gain the following features:
      Verdict of Mercy: Your weapon deals Fire damage. Your hits impose –1d8 on target’s next attack roll.
      Rejuvenating Footfall:  Whenever you move at least 15 feet, a faint trail of petals forms behind you. Allies who move through your trail gain +10 ft. movement and temporary hit points equal to your Intelligence modifier. The trail fades at the start of your next turn.
      Petal Shelter: While you are in Bloom Stance, whenever you or an ally within 10 feet takes damage from a weapon attack, you may use your reaction to reduce that damage by 1d6 + your Intelligence modifier (minimum 2).

    • Rot Stance — Sentence of Withering: 
      Rot suppresses, slows, corrupts, and executes judgment through attrition. While in Rot Stance you gain the following features:
      Verdict of Severance: Your weapon deals Poison damage. Your hits reduce the target’s speed by 15 feet until the end of its next turn.
      Blightwake Path: When you move at least 10 feet, you leave behind a trail of withering spores that lasts until the start of your next turn. Enemies who move through the trail take 1d4 poison damage and have their speed reduced by 10 feet until the end of their turn.

      Withertide Aura: The first time each turn you hit a creature while in Rot Stance, you may force it to make a Constitution saving throw (DC = your Spell Save DC). On a failure: The target has disadvantage on its next saving throw and If it moves more than 10 feet before the start of your next turn, it takes 2d4 poison damage..
    • Twilight Stance — Mandate of Equinox:
      Twilight is neither kind nor cruel; it balances and unbalances in equal measure. While in Twilight Stance you gain the following features:
      Equinox Strike:  Your attacks deal Psychic damage. On hit, choose one:
      Remove one minor boon from the target(ending advantage on next attack, ending hidden, ending invisibility, ending one damage resistance except force/piercing from nonmagical, etc.) OR Remove one minor bane from an ally within 15 ft(ending frightened, charmed, or poisoned; or ending disadvantage on their next attack or save).
      Balancing Step: When you move at least 10 feet, you leave a drifting arc of dusk motes. Allies who pass through it gain: +1d4 to their next attack roll or saving throw (must use before end of their next turn). Enemies who start their turn in the arc suffer:–1d4 to their next attack roll (before end of their turn). This arc lasts until the start of your next turn.
      Twilight Veil: You and allies within 10 feet gain +2 AC against the first attack made against each of you each turn. Enemies within 10 feet suffer –1d4 on the first saving throw they make each turn.

“It judges before I swing. I merely follow through.”
“Balanced judgment? Bah. The Court weighs sins like coin.”
Your verdict is cast. We echo it.


This item evolve into a Athame of The Sovereign Edge with a ritual at 19th lvl.

Proficiency with a Shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Notes: Bonus: Magic, Proficiency: Shortsword, Weapon Mastery: Vex (Shortsword), Artificer, Finesse, Light, Vex

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CaAm32

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