Shadowrender (5e Equipment)

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Weapon (Greatsword), artifact (Requires Attunement)

This blade has many names- All-Black, the Soul Destroyer, the Worldbreaker. The most common name is Shadowrender, as it churns with the power of the Shadowfell, destroying almost everything it comes into contact with. Legend has it that this sword was created by the original essence of the Shadowfell. Another story says it was created by the god of darkness, who became the Shadowfell once he was banished. Whatever the case, it is immensely powerful, and it was not designed to be wielded by mortal hands. However, when it is, they can become one of the most powerful warriors of all time. Some of the greatest kings of all time have wielded this sword.
Random Properties. The Shadowrender has the following random properties:

  • 2 minor beneficial properties
  • 2 major beneficial properties
  • 2 minor detrimental properties
  • 1 major detrimental property

Destructive Force' Shadowrender has a +8 to attack and damage rolls, deals an extra 4d10 force damage on a hit, and deals a critical hit on a 19 or 20.

Blade of Power Shadowrender functions as a vorpal sword, a defender, and a luck blade.

'Soul Devourer When you kill a creature using Shadowrender, you gain temporary hit points equal to its hit point maximum, and you have advantage on all ability checks, attack rolls, and saving throws while Shadowrender is in your hands. These effects fade after 1 hour. However, the creature you slay cannot come back to life by any means short of a Wish spell to remove the soul from Shadowrender and then a True Ressurection cast on the body.

Shadow Step You can teleport up to 60 feet while you are wielding Shadowrender if you are in dim light or darkness.

Soul Energy When you kill a creature with Shadowrender, it gains one charge or three charges if you kill a Celestial. This does not work on undead or constructs. You can spend two charges to cast Vampiric Touch, Animate Dead, or Life Transference. You can spend five charges to cast Negative Energy Flood or Danse Macabre. You can spend seven charges to cast Circe of Death, Create Undead, or Finger of Death. You can spend nine charges to cast Power Word Kill. Alternatively, you can spend one charge to attack an extra time, deal an extra 2d10 force damage on a hit, or teleport 30 feet as part of your turn.

Bane of Light As a bonus action, you can extinguish all magical or nonmagical light in a 60-foot radius unless the light was created by a celestial or it is by the Sunburst spell.

Frenzy On your turn, you can enter a battle frenzy. During this period, your AC increases by half your proficiency bonus (rounded up), all weapon attacks and damage rolls with Shadowrender get a bonus equal to your proficiency bonus, and you get an extra attack (which stacks with existing extra attacks). However, you must attack the closest hostile creature with all of your attacks, and if there are no hostile creatures that you can see, then you must attack the creature closest to you (even if it's an ally). To end this frenzy, you must succeed on a DC 20 Wisdom saving throw. You can repeat this saving throw at the end of each of your turns. However, if you fail this saving throw 10 times or more, then you go insane. You get a form of indefinite madness, as described in the Dungeon Master's Guide.

Supercharged If Shadowrender has more than 50 souls in the sword, it gains the following benefits:

  • You gain a +15 to movement speed.
  • Your attacks do an extra 2d10 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt.
  • You can, as an action, release a burst of negative energy from you. Every creature within 30 feet of you must make a DC 20 Dexterity saving throw. They take 6d6 necrotic damage on a failed save, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a long rest.
  • You can curse a target's soul when you hit them with Shadowrender. When you hit a creature with Shadowrender, you can forgo your extra necrotic damage and force damage to curse them. At the start of each of their turns after this, they take 2d10 psychic damage, and they cannot regain any hitpoints.


Destroying the Shadowrender. Shadowrender can only be destroyed if the Shadowfell is completely destroyed. If that happens, Shadowrender becomes a normal greatsword.


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