The Athame no longer judges with three voices. Each breath you take ripples through spectral petals, decaying motes, and drifting dusk. The Courts of Bloom, Rot, and Twilight stand fully behind you — no longer separate halls, but a single, unified tribunal.
When drawn, the world quiets. When raised, the air tightens as though the Court itself leans forward to listen. The blade is no longer a verdict. It is the law.
- 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. It cannot be disarmed unless you are unconscious. If separated from you by more than 120 ft, it returns to your hand at the start of your next turn.
- Dual Aspect: At this tier, the Athame no longer asks you to choose a damage type. On each strike, you may deal: Radiant (Bloom), Necrotic (Rot), Psychic (Twilight), or any combination of the three, allocating damage freely between types.
- Sovereign Thornbite: Once per turn, when you hit a creature suffering from any negative condition (poisoned, restrained, charmed, frightened, slowed, blinded, incapacitated, etc.): You deal an additional 4d6 damage of any combination of radiant/necrotic/psychic. Your choice each time.
- Triune Court Stance — The Sovereign Mandate: As a bonus action, you enter one of three stances: Bloom Stance, Rot Stance, or Twilight Stance. Once per turn, when you hit a creature, you may change your stance immediately (no action).You are no longer bound to bonus actions. You weave the three Courts seamlessly: Bloom for protection, Rot for execution, Twilight for control…all in the same round, sometimes even the same attack sequence. You are the Court. 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 10 feet, a faint trail of petals forms behind you. Allies who move through your trail gain +15 ft. movement and temporary hit points equal to your Intelligence modifier x 2. 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 1d8 + your Intelligence modifier (minimum 2).
Blooming Mandate — Crown of Blossoms:1/day (or refreshed on a nat 20). As an action, unleash a wave of sovereign bloom. Creatures of your choice within 20 feet regain hit points equal to:2 × your INT modifier + your proficiency bonus. Then your stance ends. -
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 2d4 poison damage and have their speed reduced by 15 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 2d6 poison damage.
Rotting Mandate — Crown of Decay: 1/day (or refreshed on a nat 20). As an action, A pulse of violet decay ripples outward, curling petals into ash as it passes. Each creature of your choice within 20 feet must make a Constitution saving throw (DC = your Spell Save DC) or take 2d6 poison damage and become withered until of your next turn, Then your stance ends.
Withered: Speed is reduced by 10, attacks deal 2d4 less damage, all healing is halved. - 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 20 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: +2d4 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:–2d4 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 –2d4 on the first saving throw they make each turn.
Mandate of Twilight — Crown of Stillness: 1/day (or refreshed on a nat 20).As an action, unleash the ruling of the Twilight Court. Creatures of your choice within 20 feet must make a WIS save (DC = Spell Save DC). On a failure: They are Stilled until end of their next turn: Speed becomes 0, Reactions cannot be taken, They make attack rolls at disadvantage. Then your stance ends.
- Bloom Stance — Sanctuary of Petals:
“The blade no longer waits for my hand. It moves before I bid it, as though it already knows the sentence. Mercy blooms without my thought; judgment rots without my consent. I fear I have become witness, not wielder.”
“Child… your Courts have stopped whispering. They rule. Once, you sought their favor. Now, their verdict flows through you unchecked. Beware the throne that follows its queen.”
Three crowns, three paths, one edge. We have watched you speak judgment in bloom and rot. Now speak as Sovereign. We shall not correct you. We shall obey.”
This item has reached its final evolution.
Proficiency with a Glaive 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.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Ignore Weapon Property: Heavy, Bonus: Magic, Proficiency: Glaive, Weapon Mastery: Graze (Glaive), Heavy, Reach, Two-Handed, Graze
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