### Duskfall
##### *Martial Weapon, Melee Weapon, Legendary (requires attunement)*
6 lbs.
1d10 slashing - heavy - reach - two-handed
*Legend speaks of twin weapons created in the forge of the gods. One held dominion over the day, the other championed the night. These glaives mysteriously disappeared and were lost to time, their legacy becoming whispers in the wind.*
*Separated from its brother, Duskfall made its way into the Shadowfell. Its divine sentience slowly became corrupted by the fell energy over hundreds of years. The power of this cursed blade can be fully unleashed under the cover of darkness.*
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You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
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CURSED
This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a *remove curse* spell or similar magic, you are unwilling to part with the weapon.
While cursed, you have vulnerablility to radiant damage and disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
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WEAPON OF THE NIGHT
As an action, you can summon the weapon in your free hand. It disappears if it is 5 feet away from you or more for 1 minute or more. It also disappears if you dismiss the weapon (no action required). Once per long rest when you summon it in this way, you can cause creatures within 10 feet of you to make a DC 15 Wisdom saving throw or become frightened of you until the end of your next turn.
Once on each of your turns when you hit a creature with this weapon, you can deal an additional 1d10 necrotic damage. This damage increases to 3d10 while this weapon is within an area of dim light or darkness.
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SHADOW'S EMBRACE
This weapon has 6 charges, and regains 1d6 expended charges daily at dusk. While you are within an area of dim light or darkness, you can use your action and expend 1 charge to phase into the shadows, reappearing at another point of dim light or darkness within 60 ft.
As an action, you can expend 3 charges to cast *darkness* or *invisibility* without material components and expending a spell slot. To cast either spell with this feature, you have to be within an area of dim light or darkness.
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SENTIENCE
Once lawful good, Duskfall is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
While it is no longer capable of verbal communication, it can read and understand Common and Celestial. It communicates by transmitting its emotion to the wielder. While you are attuned to it, Duskfall also understands every language you know.
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PERSONALITY
The glaive's purpose is to seek out and destroy the light, even if it includes its wielder. It feels most comfortable in areas with little to no brightness. Void of its divine presence and tainted by the fell energy of the Shadowfell, the glaive detests its twin counterpart-Dawnrise.
Duskfall craves the darkness. If it doesn't spend at least 2 hours physically in an area of dim light or darkness before the wielder's next long rest, a conflict between it and its wielder occurs at the next sunset.