Witherbrand Item in Dalen-Toril | World Anvil
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Witherbrand

+2 Sword

Bond

Only the sword’s bonded wielder can unlock its power. To bond with the sword, upon grabbing the handle, the wielder’s eyes will turn black. Their mind will be trapped inside the sword where they will have to use the sword to kill 1d20 shadows. Defeat will kill the wielder instantly. Victory will return their mind to their body, unharmed and bonded.  

Loyalty

The sword often sits in its own personal void when not in use. It can be called from this void instantly by its bonded wielder and sent back at will.  

Shadow Essence

The blade bleeds shadowy black smoke while unsheathed.  

Critical Strike

If you score a critical hit on a creature with less than 50 hit points, it must succeed on a saving throw versus death or be slain instantly as the sword tears the life force from its body, and the creature's eyes become two trails of black smoke.  

Dark Cover

The sword's ashy black blade can emit dark shadow in a 15-foot radius and dim shadow for an additional 15 feet. You can expand or reduce its radius of dark and dim shadow to a maximum of 30 feet each or a minimum of 10 feet each.  

Sneaky

The wielder of this sword is granted a 50% bonus to hide in shadow checks.  

Death Brand

Every creature whose life is taken with this sword creates a tattoo on the wielder. The tattoo can be a tally mark, a skull, or an X. These can accumulate until the wielder has a total of 2,500 death brands. These can be used as charges for some of the sword’s more powerful abilities.  

Void || Cost: 1DB

You can add or remove one item from your personal void aside from this sword. The item is not allowed to be magical or sentient. It also cannot be larger than the sword.  

Shadow Blink || Cost: 2DB

If the weapon is thrown or dropped, the wielder can explode in a cloud of thick black smoke and reappear holding onto the sword.  

Night Sight || Cost: 2DB

You gain darkvision for ten minutes.  

Rift || Cost: 3DB

A small rift can be opened up starting at the end of the blade. This rift can be used to attack an enemy far away. The blade will appear next to the target as long as they are in sight, and the wielder will get a roll to hit the target for one long distance attack.  

Fade || Cost: 3DB

The wielder can fade into their shadow and move along surfaces as long as they are not in intense light.  

Shadow Swap || Cost: 5DB

The wielder can change places with a shadow clone at will, losing any other actions for that round.  

Stolen Life || Cost: 7DB

The next attack you make returns health to you equal to the damage you dealt.  

Shadow Clone || Cost: 10DB

An inky black physical copy of the wielder climbs out of the wielder’s shadow and can act independently or follow the wielder’s mental commands. It has the same natural movement rate of the wielder but has an armor class of 4 and only a quarter of the wielder’s hit points. Clones take no fall damage.  

Echo Slash || Cost: 10DB

For the next round, all attacks made with this sword are repeated by a shadow blade for half damage.  

Dark Enchant || Cost: 10DB

Without using your initiative, you can enchant your weapon, increasing its bonus to hit and damage by 1 point. This lasts for one round, but it can be maintained by simply expending 1 Death Brand for each round after that. The bonus can be increased further by expending 10 additional Death Brands for each +1, but this also increases the expense per round to keep the enchantment. Thus, enchanting your sword with an additional +3 bonus would cost 30 Death Brand for the first round and 3 Death Brand for each round after that.  

Shadow Limb || Cost: 20DB

If a limb is lost, such as an arm or a leg, you can replace that limb with one made of shadow. This prevents bleeding and allows the wielder to have a fully functioning limb. For every day after this was activated, 5 Death Brands must be spent to retain the limb. If damaged by magic or exposed to bright light, it will fade instantly.  

Wither || Cost: 30DB

If the blade is thrusted into a creature, that creature must make a saving throw versus death or disintegrate.  

Slay || Cost: 50DB

Your next hit deals 50d4 damage. No bonuses are added. Anything surviving this attack must then make a save versus death or die instantly. Killing a creature in this way does not create another Death Brand.  

Shadow Gate || Cost: 200DB

You can create a portal to and from the Plane of Shadow.  

Empower || Cost: 800DB

You can increase one of your ability scores by 1 point.  

Summon Companion || Cost: 1,000DB

You can summon a shadow mastiff from the Plane of Shadow. This creature can be freely sent to and from the Plane of Shadow. Should it die in the Prime Material Plane, it will be sent back to Shadowfell to heal for 4d12 days.  

Summon Champion || Cost: 1,500DB

You can summon a shadow dragon from the Plane of Shadow. The dragon can only be in the Prime Material Plane once per day for one round for every five levels of the wielder. If killed in the Prime Material Plane, it will be sent back to Shadowfell to heal for 3d6 months.  

Assimilate || Cost: 2,000DB

The next finishing blow you deal steals a part of the target’s being. This could be a physical ability, supernatural ability, or a class level.  

Soul Fusion || Cost: 2,500DB

You fuse yourself with the next creature you kill. The outcome may be a combination of the two creatures in terms of appearance and abilities.  

Shadow Fusion || Cost: 2,500DB

You can imbue yourself with energy and shadowstuff from the Plane of Shadow. This could cause the wielder to become a Shade. This also creates a strong bond with the Shadow Weave, allowing the wielder to use shadow magic.
Item type
Weapon, Melee
Rarity
Unique
Base Price
600,000gp

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