An over-sized red blade is fitted at the end of a ark ash wood handle. The blade shows signs of extensive use but its edge is sharp as new.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Shadow Step. Yami has 3 charges. You can use a bonus action to expend one of thee charges to shroud yourself in a dark mist and teleport up to 60 feet to an unoccupied space that either you or Yami can see.
The weapon regains 1d4 charges per dawn up to a maximum of 3 charges.
Reaper. When you hit a creature with this weapon you can choose to expend one of your hit die to deal extra necrotic damage and gain temporary hitpoints equal to your roll.
Sentience
Yami is a sentient chaotic neutral weapon with an Intelligence of 15, Wisdom of 16 and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
Yami speaks in an even, calm tone even when it or its wielder is in peril. Its voice is airy and echoing.
The weapon can speak, read and understand Common and can communicate with its wielder telepathically. While you are attuned to it, Yami also understands every language you know.
Personality. Yami's purpose is to bathe in the blood of many. If Yami is deprived of blood for too long its blade begins to dull, lost its red color and shrink to normal size eventually losing all magical properties. After 10 days without blood Yami loses the Shadow Step feature, after an additional 10 days it loses the Reaper feature and after an additional 10 days Yami loses Sentience and becomes a regular sickle.
Yami's hunger for blood must be satisfied regularly. If the weapon goes three days without consuming a soul, a conflict will occur at the next sunset.
Proficiency with a Sickle 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Damage, Combat, Sentient, Light, Nick