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Shadow Reaver

Weapon Reach, Two-Handed, Focus, Finesse, Legendary (this item requires attunement)

A Scythe with a blade made of an almost immaterial shadow, connected to a grey wooden shaft with 5 runes on it. The user attuned to this scythe slowly becomes haunted by nightmares from those slain by this scythe and a strong malicious intent can be felt through the weapon(slow turns the user's alignment evil). It reminds you of the new moon.
 


Shadow Wall   Casting time: action   Range: 90 feet   Duration: Concentration, up to 10 minutes   You create a vertical wall of whirling, razor-sharp blades made of dark energies. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.   When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes ((souls/10)xd10) Necrotic damage. On a successful save, the creature takes half as much damage.   Soul Wave   Casting time: 1 Action   Range: Self (30-foot radius)   Duration: Instantaneous   You strike the ground, creating a wave of souls that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take (souls x d6) necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Type Damage Damage Range Properties
Martial Melee 1d10 Necrotic Melee Reach, Two-Handed, Focus, Finesse,

Cost: Priceless Weight: 10 lb


 

Number of RunesEffect
1 - AttunementOne with Shadows: While attuned to this weapon, you can see normally in all dim light and darkness within 60 feet of you, even those considered magical in nature.
1 - AttunementDark Aura: You can project an aura of magical darkness out to 10 feet, and dim light out to 30 feet for 1 minute. This effect counts as the darkness spell for the purpose of clashing with other light sources. Once used, this property can not be used again until the next dusk.
1 - AttunementEssence of Nightmare: Spell Damage done by spells casted through this weapon as a focus does Necrotic Damage
1 - AttunementHaunting Reach: +2 attack rolls and +2 damage rolls to Melee attacks made with this weapon.
2 - 10 SoulsPhantom Blade: For every 10 souls this weapon consumes, it does an extra 1d6 Necrotic damage on Melee Hit. Caps at 30 Souls
3 - 20 SoulsEnergy Drain: Upon a critical hit with this weapon, give the target 1 level of exhaustion and lose 1 level of exhaustion
4 - 30 SoulsPhantom Reap: You are healed for half the amount of damage dealt by Phantom blade.
5 - 40 SoulsShadow Wall: The staff gains 3 Charges of the spell shadow wall. These charges are regained at dusk.
5 - 40 SoulsSoul Wave: You can consume any number of souls to strike every thing around for damage that increases based on the number of souls consumed. Casting time: 1 Action

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