```metadata
title: '**Nightblood**'
description: ''
tags: ''
systems: []
renderer: legacy

```


# **Nightblood**
### *The Destroyer of Evil*
He requires attunement by a creature of Good alignment. Additionally, Nightblood may choose to end attunement at any time, or to not allow a creature to attune to him.

### Sentience
Nightblood is a sentient longsword of Chaotic Good alignment with an Intelligence of 8, a Wisdom of 7, and a Charisma of 20. He has blindsight out to 60 feet, can speak telepathically to any number of creatures it chooses within the range of his blindsight, and can hear everything said within that range. Note that any responses to Nightblood must be verbal unless the creature has its own means of telepathic communication.

### Stats
   While wielding Nightblood, attuned or not, the wielder gains +2 to attack and damage rolls made with this weapon.
   
   While attuned to Nightblood, the wielder has proficiency with him, and makes attack and damage rolls using his or her main stat.

Nightblood has a clasp holding him in his sheath, that requires a bonus action to unclasp or to reclasp. Because of this, he may be wielded without drawing him from his sheath without penalty. If wielded in this manner, the damage dealt is bludgeoning vice slashing.

#### Nightblood, Unsheathed
While attuned to Nightblood, the wielder may unclasp and draw him as noted above. While wielding Nightblood unsheathed, the wielder gains the benefits of both the Haste and the Blur spells, and may cast the True Strike cantrip as a bonus action. Concentration is maintained automatically by Nightblood. Additionally, Nightblood deals an extra 'N' points of force damage, where 'N' is the number of consecutive rounds that Nightblood has remained unsheathed.

While powerful, there is a cost, which must be paid upon unclasping Nightblood, and at the beginning of the wielder's turn while wielding Nightblood unsheathed. This cost may be paid either by Vitality or Magic Power, and the wielder chooses which cost to pay each time it must be paid.

##### Payment of Vitality
If payment by vitality is chosen, the wielder takes 2*N points of damage that cannot be mitigated in any way (including temporary hitpoints). If this damage reduces the wielder to zero hitpoints, the wielder's soul is drawn in to Nightblood, and requires a successful DC20 Persuasion check for him to release it for a ressurection.

##### Payment of Magic Power
If paying by Magic Power, the wielder must expend a number of spell slots equal to N/2, rounding up. If the wielder chooses Magic Power but does not have sufficient spell slots to pay the cost, the full payment must be made with vitality.

```

### Destroy Evil
The wielder may choose to use an action to throw Nightblood to an unoccupied square within 30 feet.  Nightblood must be sheathed in order to perform this action. When Nightblood lands, all intelligent creatures of Nightblood's choice, within 5 feet of the square he lands in must make a DC 18 Charisma saving throw or become Dominated by Nightblood. Creatures of Good alignment automatically succeed on this saving throw, creatures of Neutral alignment roll with advantage, and creatures of Evil alignment roll at disadvantage, as Nightblood tempts them with whatever they desire. All creatures who become dominated by Nightblood receive the same command, which is always "Kill anyone designated my foe". The first creature to act after being dominated will pick up Nightblood if able, and use him sheathed. If no foes of Nightblood remain in range, and the target is still dominated, the target will receive a new command, which is always "Attack yourself". Any affected creatures may make a new saving throw as listed above at the end of their turn.

Once a creature succeeds on this saving throw, it immediately drops Nightblood, if wielding it, and will refuse to touch him again.

If the attuned wielder regains possession of Nightblood, all ongoing domination effects are ended. Note that this does not count as succeeding on a saving throw.

Once the affect has ended on a creature they are immune to this ability until after completion of a long rest.

### Master Link
Nightblood always knows the location of his attuned master. If he likes his attuned master (DM discretion based on how the master interacts with Nightblood's personality), Nightblood will make every effort to return to his master. This includes things from manipulating people, persuading them, promising a reward (which the master should feel obligated to give or risk Nightblood's ire), to causing a scene by testing people with his Destroy Evil ability.

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### Personality
Nightblood was created to destroy _Evil_, plain and simple. There is one small catch: He doesn't quite know what, exactly, _Evil_ is. This is why Nightblood tries to stay with one master as much as he can. That way, someone he has trusted can continue to teach him what is _Evil_ is. He will test every person who opens the clasp of his sheath for the first time per Destroy Evil above, without fail. He also knows if a creature succeeds automatically, rolls to succeed, or fails the saving throw.

He has the attitude of a feisty 10 year old child, and wants two things: to learn new things, and to destroy Evil. He gets increasingly petulant if he hasn't learned something or destroyed something evil every two weeks.

When fully drawn, his personality changes. Nightblood becomes very intense, hard to resist his charismatic determination to destroy evil. His telepathic 'voice' changes to that of a grizzled combat veteran, booming with an aura of command. He is loathe to be returned to his sheath without destroying something evil once he has been fully drawn. This may be mitigated by communicating to him beforehand why he is being drawn, but the payment must still be made to draw him.

He is slow to trust, but once he does trust, he will attempt to aid them, and keep them safe to the best of his ability

Whenever the clasp to his sheath is undone, thin tendrils of inky black smoke will begin to seep from the gap. If he remains unclasped for 1 minute, these tendrils will reach their maximum range of a 5 foot cube, and are clearly visible, but do not impair vision or movement in any way as they aimlessly float in the cube.

The attuned wielder may discuss with Nightblood specific allies that should remain immune to his Destroy Evil ability. This requires a successful DC 10 Persuasion check by the wielder if the ally is of an evil alignment. No check is required for Good or Neutral allies. Once Nightblood has recognized someone this way, he will not test them with Destroy Evil unless specifically directed to do so by an attuned wielder. If the check fails, Nightblood has a 50% chance of testing the ally if he is in range when Destroy Evil is used by the wielder. The Persuasion check may be attempted again after 7 days, or if the ally succeeds on an initial saving throw against Destroy Evil.
```
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```
### Growth Mechanics (Optional)
Nightblood gains experience based on learning things, and destroying evil. He gains 1d4 points for each CR of an evil aligned creature killed, 1d6 points for each creature killed while dominated under Destroy Evil, and xd6, chosen by the DM when he learns something new. The number of d6 for learning should be based on how useful or interesting the knowledge is to Nightblood, (remember, he has the maturity of a 10 year old child) and how relevant that knowledge is to destroying evil. He levels up every 200 points.


**Every level:** Increase a mental stat by 1.

**Fifth level:** Increase the range of his senses by 10 feet.

**Tenth level:** Increase range of Destroy Evil by 5 feet and change vitality cost to 2*N-1.

**Fifteenth level:** Increase DC of Destroy Evil by 1.

**Twentieth level:** Change Magic Power cost to (N-1)/2 round down (minumum cost of 1)


> All credit for creation of Nightblood go to Brandon Sanderson from his novel Warbreaker. I just decided to convert the sword for use in D&D 5e as an idea to save me from boredom.

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