When the Shadowblade hits a magic item roll a d10 and consult the following table. ![]() ![]() The Shadowblade can absorb other magic items abilities. Overcharge, the wielder can use a bonus action to cast haste, the wielder takes 2d10 necrotic damage each turn that haste is active. The wielder can use a bonus action to cast darkness, upon casting the spell the wielder takes 1d10 necrotic damage. Upon its wielder’s death the Shadowblade drops to the ground beside them if it was stored in this way. As a bonus action, the wielder can recall it at will into their hand this effect can still work in an anti-magic field. The Shadowblade can be stowed in its own demiplane. 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. They had to fix this, thus the 1sp component was added, since the component now had a cost it couldn't be pulled out of the component pouch.Attuning to the Shadowblade requires the wielder to sacrifice a sentient creature. Thus, following Rules as Written, every time you cast the spell you could pull out a weapon from your component pouch. Previously, Booming Blade did not have a cost, but did require a weapon as the component. A Component Pouch contains every spellcasting component without a cost. The reason for the change was that casters were having swords magically appear from their Component Pouches. So since Crawford allows it, I think most DM's should. As DM, I'd allow those them to combo, since I make liberal use of the rule on improvised weapons. This change has nothing to do with prohibiting or allowing Shadow Blade to combine with Booming/Green-Flame Blade. However, Crawford has said removing this interaction is not what they intended when reworking Booming Blade and Green-Flame Blade. ![]() So as DM, I would generally maintain that a Shadow Blade must have a value that at least exceeds 1sp.įollowing the Rules as Written, no, the spells do not work together. Even an 18th level Wizard who has chosen Shadow Blade as one of their "Mastered Spells" (PHB, 112) still places value on A) their time spent casting the spell, and B) the concentration spent maintaining the spell instead of any other spell they'd rather be maintaining.Īnd if the spell isn't being provided by an 18th level wizard who can produce it at will, then it must be provided by either a character who does have a limit on how many times they can cast it in a day or a spell scroll, which (for a 2nd level spell) has a value between 100gp and 500gp (depending on whether you use the table in the PHB or the table in Xanathar's Guide to Everything). As DM, I would rule that the blade must have a non-insignificant valueįor starters, spells aren't free. Unfortunately, Xanathar's Guide to Everything doesn't have a section that stipulates the value of "Gloom" as a raw material, nor does any other 5e sourcebook (that I'm aware of), so the value of the created blade is indeterminable except by DM ruling. Only if your DM agrees that the value of the created temporary blade is at least 1sp
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