The user becomes proficient with the Shadowblade upon attunement. ![]() Temporary hit points can be used to fuel the special actions presented later. The wielder gains temporary hit points equal to damage dealt in this way. When the Shadowblade disappears, it reappears in the owners space or hand(s).Īnytime the Shadowblade hits, it deals an additional 1d6 necrotic damage. Once attuned the Shadowblade disappears if moved further than 50 ft of the user, unless thrown by the user. If the wielder spares an enemies' life for any reason other than personal gain they take 1d10 physical damage and cannot use any of the Shadowblade's special actions until they either kill the enemy or wait for dawn. ![]() The Shadowblade is partially sentient and encourages the user to kill sentient beings that aren’t directly useful to the user. Any magical flame or light also is extinguished when the wielder touches it. The Shadowblade slowly changes the wielders eyes, making them darker than they were before.Īdditionally, any non-magical flames are extinguished when the wielder passes within 30 ft. You become proficient with the weapon once you are attuned with it. If you die, you are instantly transformed into a wight (see the Monster Manual) under the DM’s control that is sworn to protect the artifact. You must make a DC 5 Constitution saving throw or die from the shock. Upon attunement the wielder takes 1d10 physical damage and each time you become attuned to the artifact, you age 3d10 years, unless you don't age. Attuning to the Shadowblade requires the wielder to sacrifice a sentient creature.
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