Weapon (longsword), Legendary (requires attunement by an elf or half-elf)

This ancient fey blade was forged by a master swordsmith. This item is exquisitely crafted from the finest materials and adorned with symbols of nature: leaves, vines, and stars. The blade is made of mithral. The hilt and sheath are made of a fine white wood. The pommel stone is a black star sapphire. The blade glows with a pale silver radiance in starlight, shedding a dim light in a 10-foot radius.

The slightly curved blade is sharp on only one side and intended for slashing rather than stabbing. Seven runes are etched into the blade. Currently, four of the runes glow with a faint silver-green light.

Bane: This spiritblade is dedicated to the destruction of drow, fiends, and undead.

Rune of Awakening: You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you are attuned to it, this magic longsword has the finesse property.  The bonus from the Rune of Awakening will increase to +3 when the Rune of Light becomes active.

Rune of Foe-slaying: When you attack a bane creature with this magic longsword, it deals an extra 2d8 slashing damage.

When you hit an undead creature with this magic longsword, you can choose to inflict force or radiant damage instead of slashing.

Rune of Victory: While attuned to this item, if you roll a natural 1 on a saving throw or attack roll, you gain Inspiration if you do not already have it; if you already have Inspiration, you may spend it to turn the natural 1 into a natural 20.

Rune of Hope: You can take an action to brandish this spiritblade to rally your comrades. You and all allies within 30 feet lose the Frightened condition, get back 2d6 + your Charisma Modifier hit points, can spend hit dice to recover hit points, and receive a +2 bonus to Armor Class and saving throws for a minute. You must take a long rest before you can use this power again.

Rune of Grace: The power of this rune grants you supernatural grace. You have advantage on all Dexterity ability checks as long as you carry the spiritblade. In addition, if you fail a Dexterity saving throw, you can spend a hit die to succeed instead.

Rune of Warding: Inactive

Rune of Light: Inactive

History: This item was created during the first wars against Darkness. Both drow and intelligent undead may recognize it as a Bane and might single out the bearer as an enemy.

Minor Property: Gleaming. This item never gets dirty or worn.

Minor Property: Sentinel. The blade glows faintly with a pale green radiance when undead creatures are within 120 feet of it or with a pale blue radiance when drow are within 120 feet

Quirk: Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence.

Sentience: A spiritblade is a sentient neutral good weapon with an Intelligence of 10, Wisdom of 14, and Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality: Every spiritblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. This spiritblade strongly opposes undead and enjoys destroying them in glorious battle.

Once the spiritblade has bonded with an owner who shares its ideals, its loyalty is absolute.

If a spiritblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.


Cynis: The Southreach Saga Shadowsmith