Nightfall of The Dread Lord
The weapon once belonged a brutal warlord from a foregone epoch, who uses his necromantic sorcery to bind souls into an eternity of servitude. Few now remain who remember his earlier conquests, or knew the true extent of his powers—but there are some ancient souls that do, and they fear the day when he may return to claim dominion over both the living and the dead.
Dormant
A polearm with a big spiked ball at its end made of iron.
Mace of Iron
This weapon is a +1 heavy two-handed mace-morningstar with reach. 1d10 bludgeoning damage.
Revenant Armor
Half of every melee damage, rounded down, absorbs the life force of foes struck, which then creates an aura around that protects the wielder from harm, in the form of temporary hit points. These temporary hit points are lost after a short or long rest.
Awakened
The material of the weapon becomes a black-like steel with a larger robust mace head.
Mace of Spades
This weapon is a +2 heavy two-handed mace-morningstar with reach. 1d10 bludgeoning damage + 1d8 necrotic damage.
Rising Darkness
Improved Revenant Armor. Half of every damage dealt with the weapon, rounded down, absorbs the life force of foes struck, which then creates an aura around that protects the wielder from harm, in the form of temporary hit points. These temporary hit points are lost after a short or long rest.
Iron Spade
As a bonus action, you can imbue your next successful melee attack with an aura of necrotic energy, you deal an extra 2d8 necrotic damage. The aura will be gone after 1 minute.
You can use this feature twice per short rest.
Creeping Death
As an action, you cast Spirit Guardians(necrotic) on yourself or a friendly creature within 30ft of you and within line of sight. The spirit guardians resemble ghosts or souls. This requires no concentration.
You can use this feature twice per long rest.
Siphon of Destruction
As an action, you vertically slam your weapon which then erupts and creating a burst of shockwave in a 20ft cone in front of you. Creatures caught in it must make a DEX saving throw or take 5d6 necrotic damage, halved on success.
You can use this feature twice per long rest.
Exalted
The weapon becomes a obsidian-like metal and the center of the mace-head glows a turquoise-like flame, like a lantern, but not as bright and has a hazy mist trail when it is moved about.
Nightfall
This weapon is a +3 heavy two-handed mace-morningstar with reach. 1d10 bludgeoning damage + 1d8 necrotic damage.
Obliterate
Improved Iron Spade. As a bonus action, you can imbue your next successful melee attack with an aura of necrotic energy, if the attack hits, you deal an extra 3d8 necrotic damage on the main creature while creatures within 10ft of it takes half as much. The aura will be gone after 1 minute.
If you only strike a single creature by itself, you deal an extra 1d10 bludgeoning damage + 2d8 necrotic damage instead.
You can use this feature three times per short rest.
Harvester of Sorrow
Improved Creeping Death. As an action, you cast 4th level Spirit Guardians(necrotic) on yourself and/or a friendly creature within 30ft of you and within line of sight. The spirit guardians resemble ghosts or souls. This requires no concentration.
If you have temporary hit points, you can end the feature early and consume the hit points as a bonus action, then you gain half of the temporary hit points as normal hit points and gain resistance to all damage for 1 minute.
You can use this feature twice per long rest.
Death's Grasp
Improved Siphon of Destruction. As an action, you vertically slam your weapon which then erupts and creating a burst of shockwave in a 20ft cone in front of you. Creatures caught in it must make a DEX saving throw or take 5d6 necrotic damage, halved on success.
For creatures that didn't make the saving throw, you can pull them towards you by 5ft. If they're within melee range, you can use your bonus reaction for Obliterate and make an attack. This would also count as one use of that feature.
You can use this feature twice per long rest.
Realm of Death
As a full-round action, you choose any number of creatures you can see or aware of within a 60ft radius and then transport them and yourself to a demiplane where the terrain is the same as the one you're previously on, a similar coexistence like the Ethereal plane, except the land, cliffs, riverbed, etc, appears desolated and deprived of life, such as running water or plants, like the Shadowfell.
In this 60ft radius area is surrounded by a barrier that's warded against teleportation and planar travel unless you willingly allow them to do so, creatures can't fly out of it either.
While in this demiplane, all hostile creatures have disadvantage on all rolls against you and you have advantage on all rolls against them.
If a creature died while in this demiplane, you can capture an essence of their soul into you're weapon to summon a ghostly husk version of themselves, a Grave Child:
- It appears to be the same as the original but appears in the form of a Specter
- It has half the creature’s hit point maximum and is formed without any equipment although it appear as they were before slain.
- It uses all the statistics of the creature it had.
- The creature's size can't be any size bigger than Huge.
- It is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat.
- It has the weapon it was wielding before it was slain but it's only considered a magic weapon with no extra benefits, such as if it had a Flametongue Longsword, it would just be considered as a magical longsword, nothing more.
- If the slain creature can cast spells, it can't regain spell slots unless it's innate spells it can cast.
- If it is ever damaged, you can transfer your temporary hit points to heal it but it can't be healed by any other way.
You can summon the Grave Child whenever you want as an action, if it's ever killed, released by you, or you capture another one, you lose the current one. The current Grave Child is also released if you died or unattuned the weapon.
The demiplane lasts for 1 hour, or you can dispel it early, then return to exact area where you last been on the Material Plane.
You can't used this feature until next dusk.
Attunement
You can only attune to this weapon if you're a Death Cleric, Grave Cleric, Oathbreaker Paladin, Raven Queen Warlock, or a Undying Warlock only and at least 10th level to Awaken it.
Half-Sentience
Though weapon doesn't have full sentience, it can only be wielded and attuned by creatures that has to be of a Chaotic nature and can't be touched by an Lawful creature. If an Lawful creature tries to touch it, they will suffer 1d10 necrotic damage + 1d10 psychic damage that ignores resistances and immunities.