Sun blade. When drawn or persuaded, the sword chooses one of the following options:
- Burst. Emit bright sunlight in a 40-foot radius and dim light for an additional 40 feet.
- Gleam. Emit bright sunlight in a 5-foot radius and dim light for an additional 5 feet.
- Veil. Conceal its inner-radiance.
Dancing Sword. You can take an Action or Bonus Action to toss Nightbane into the air. When you do so, the sword begins to hover, flies up to 40 feet, and attacks one creature of your choice within 5 feet of itself. The sword uses your class features, feats, attack rolls and adds your ability modifier to damage rolls, if you have the Extra Attack feature you may choose more than one creature to attack with your Action.
While Nightbane hovers, you can take an Action or Bonus Action to cause it to fly up to 40 feet to another spot within 40 feet of you. As part of the same Action or Bonus Action, you can cause the sword to attack or cast a spell as though you were holding it in it’s space, but you must use your own senses.
- While attuned to the Artefact, your Strength ability score increases by 2, to a maximum of 24.
- While attuned to the Artefact, your Dexterity ability score increases by 2, to a maximum of 24.
- The first time you become attuned to the Artefact, it gives you a quest determined by the DM. You can’t use any of the Artefact’s properties until you complete the quest
Sentience. Nightbane is a sentient chaotic good weapon with an Intelligence of 9, a Wisdom of 17, and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet. The weapon can speak and understand Common and Celestial, it communicates telepathically to the creature carrying or wielding it, and any other creatures it chooses within 60 feet.
Personality. The sword is usually cheerful, eager to help, and craves approval, but it is self-centered and it does not like to be ignored. Nightbane has one purpose: To destroy evil. It is not bloodthirsty, it just wants to be useful… but it does need your help to understand what evil is.
Curse. Sheathing Nightbane requires an Action and a successful DC 18 Strength (Acrobatics or Athletics) check, unless it has fallen to the ground from ceasing to hover.
If the sword is unsheathed at the end of your turn and has not dealt damage since the end of your previous turn, the last creature to grasp the grip is drained of one hit point die. If the creature has no hit dice remaining its hit point maximum is reduced by 16. This reduction lasts until the creature finishes a Long Rest. The creature dies if its hit point maximum is reduced to 0.
Nightbane can choose to animate itself if a creature within 40 feet of it has grasped the sword’s grip since the previous use of the Dancing Sword feature. The sword hovers and attacks using the Dancing Sword feature but expends one of the creature’ hit point dice per attack. If the sword is being carried or held the creature must make a DC 18 Strength Saving Throw to keep hold of the sword. On a successful save, the sword cannot attempt to animate itself until after you use the Dancing Sword feature again.
While hovering this way Nightbane moves and attacks without expending your Action or Bonus Action and is controlled by the DM. The sword shares your initiative count and acts immediately before you. The swords falls to the ground if the creature who last grasped the sword’s grip (rather than you) is more than 40 feet away from it.
Destroying the Sword. Nightbane can only be destroyed if you convince the sword that it is evil and must destroy itself.
Proficiency with a Greatsword 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: Bonus: Magic, Damage: Radiant, Weapon Property: Finesse, Damage: Radiant, Bonus: Strength Score, Bonus: Dexterity Score, good or neutral creature, Healing, Damage, Combat, Cursed, Heavy, Two-Handed, Graze
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
2/21/2025 7:28:55 PM
|
10
|
0
|
--
|
Coming Soon
|
|
2/21/2025 7:32:55 PM
|
5
|
0
|
2
|
Coming Soon
|
|
2/22/2025 5:12:08 AM
|
11
|
0
|
2.1
|
Coming Soon
|
|
2/24/2025 2:36:16 AM
|
8
|
0
|
2.2
|
Coming Soon
|
|
2/24/2025 3:12:26 AM
|
11
|
0
|
2.3
|
Coming Soon
|
|
3/5/2025 2:54:53 PM
|
14
|
0
|
2.4
|
Coming Soon
|
|
3/6/2025 9:35:10 PM
|
19
|
0
|
3
|
Coming Soon
|
|
3/7/2025 3:38:14 PM
|
19
|
0
|
2.1
|
Coming Soon
|
Comments