Weapon (shortsword), very rare

This magic shortsword radiates magical darkness in a 15-foot radius centered on the blade. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. While the sword is sheathed, the darkness is fully blocked by the sheath. If the sword is ever unsheathed and not being held by a creature, it teleports back into its sheath after 1 round.

Casting one of the following spells on the sword while it is unsheathed will have the following effects until the spell ends. Sheathing the sword ends the spell.

  • Light: The sword emits dim light in a 5-foot radius within the darkness.
  • Darkness: The radius of the darkness increases to 30 feet.
  • Daylight: The sword ceases to emit darkness and functions as a normal magical shortsword.
  • Maddening Darkness: The spell is centered on the blade and moves with it.
  • Dark Star: The spell is centered on the blade and moves with it.

Curse. This sword is cursed, a fact that is revealed only when an identify spell is cast on it. A creature that draws this sword for the first time must succeed on a DC 20 Wisdom saving throw or be afflicted with indefinite madness. A creature must also make this saving throw each time it draws the sword thereafter, until it has failed the saving throw. Consult the Indefinite Madness table (see "Madness" in chapter 8 of the Dungeon Master's Guide), or choose from one of the demonic madness tables (see "Demons: Demon Lords" in chapter 6 of Mordenkainen's Tome of Foes). The creature's madness is temporarily suppressed when the sword is sheathed, only to reemerge any time the sword is drawn. A remove curse or greater restoration spell cast on a creature suppresses its madness until the next time the creature draws this sword and fails the saving throw.

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: Finesse, Light, Vex

Previous Versions

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