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The Blade Arun & The Solaris Sheath

"Be my scourge upon the faithful, a blade that drinks deeply of their arrogance and leaves only silence in its wake. Sustain the Mythal with their severed threads and let their legacy crumble into dust beneath your might. To your bearer, I give the burden of hatred eternal, that they may understand its truth and wield it as the weapon that shall reshape the world."
"Under silver light, seek the shadowed eclipse where death sings eternal. The mirror of the past and the master of tomorrows hold the key—bound to the cycle, they shall find you at its end."
— Moon-Lich Fenntor

The Blade Arun

Legendary, requires attunement by the chosen of the blade


The Blade Arun is a (katana) legendary longsword that deals necrotic damage and adds a +3 bonus to attack and damage. It can be wielded with one or two hands (versatile).

Life Consumption (Skill Drain): When you hit a creature with Blade Arun, the target must make a DC 18 Constitution saving throw. On a failed save:

  • The target's (Roll 1d6 from left to right 1 - Strength/6 - Charisma) score is reduced by 1d4.
  • If a creature's constitution score is reduced to 0, it immediately dies. Its soul is consumed, and it cannot be revived by any means short of a Wish spell.
  • The wielder of the blade gains that stat increase up to a maximum of 30.

The reduction lasts until the target finishes a long rest.

Shadow Wave: As an action, you can release a wave of necrotic energy in a 5-foot-wide, 60-foot-long line. Creatures in the line must make a DC 18 Dexterity saving throw, taking 8d10 necrotic damage on a failed save, or half as much on a successful one.

  • This ability ignores all cover as shadows can seep anywhere
  • This feature can only be used one per short or long rest

The bearer of Blade Arun can meld into shadows, allowing them to traverse unseen and giving them limited control of the darkness:

  • Shadow Blink (Bonus Action): You can teleport to any shadow you can see within 60 feet. You must reappear in an area of dim light or darkness.
  • Lingering Shadows (Bonus Action): While standing in dim light or darkness, you can choose to become invisible until the start of your next turn or until you attack.

The Solaris Sheath

Legendary, requires attunement by the wielder of the blade Arun

When worn, the Solaris Sheath provides a +4 bonus to AC. This bonus stacks with armor; however, the sheath acts as a shield so no shield can be worn.

Solaris Aegis (Reaction): When a creature makes an attack against you, you can use your reaction to summon a fiery shield of solar energy. You can use this feature three times per long rest. Until the start of your next turn:

  • You gain an additional +6 to AC.
  • Any creature within 10 feet of you takes 2d10 fire damage when the shield activates.

Flamecage: As an action, you can summon a radiant wall of flames, trapping an enemy and yourself in a blazing arena of solar wrath.

  • The wall is a 20-foot-diameter ring centered on you or a point you can see within 60 feet
  • The wall lasts up for 1 minute (concentration) or until you dismiss it
  • Creatures starting their turn in the wall or passing through it take 6(d8) damage (half fire, half radiant)
  • The flames are angled inward, preventing creatures from escaping without taking damage

Sunfire Cloak : As an action, you can invoke the light god's wrath and transform into a radiant avatar of fire and light. This effect lasts for 10 minutes or until you end it as a bonus action. You can use this feature once per long rest.

While in this form:

  • You gain 50 temporary hit points.
  • Your melee weapon attacks deal an additional 2d8 radiant damage and 2d8 fire damage.
  • Creatures within 10 feet of you take 1d6 fire damage at the start of their turn.
  • You have advantage on Strength, Dexterity, and Constitution saving throws.
  • You are immune to fire and radiant damage.

When the effect ends, you take 3 levels of exhaustion.

Item type
Weapon, Melee
Current Location

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