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Shade’s Bane

Weapon (shortsword), artifact (requires attunement)

Shade’s Bane is a sentient magic weapon that grants a +3 bonus to attack and damage rolls made with it.

Random Properties. The Weapon has the following random properties:

  • 1 major beneficial property
  • 2 minor detrimental properties

Defensive Fighter. As a bonus action, you can choose to transfer some or all of the weapon’s attack modifier to your Armor Class instead. The adjusted bonus remains in effect until the start of your next turn.

Power Transfer. Once, during your turn, after landing a successful strike against an evil-aligned creature, you can force that creature to make a DC 18 Constitution saving throw. On a failed save the creature takes 15 radiant damage and the wielder gains 15 temporary hp. After you use this feature, you must finish a short or long rest before you can use it again.

Spells. The weapon has 7 charges. While attuned to it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: chain lightning (4 charges), haste (2 charges), mass cure wounds (3 charges), sunbeam (1 charge). The weapon regains 1d4+1 expended charges daily at dawn.

Eradication of Evil. Any creature of evil alignment that is dropped to 0 hit points with this weapon is destroyed completely. Not even a wish spell can restore it to life.

Sentience. Shade’s Bane is a sentient, neutral good weapon with an Intelligence of 15. The weapon does not communicate but, while wielding it, you can feel it reaching out to embrace you in a comforting aura. This aura gives you immunity to fear and charm effects.

Aversion to Evil. When an evil creature attempts to attune to this weapon, it takes 28 (8d6) radiant damage. It can then attune to and use the weapon normally.

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine