Weapon
Legendary Baptism of Fear
Shape of Terror:
The blade can change its form into any type of sword or bladed weapon at the wielder's command. As a bonus action, the wielder can morph it into a dagger, longsword, greatsword, glaive, or scimitar. Regardless of its form, its properties remain unchanged.
Sentience:
Umbrafulgur is a sentient chaotic evil weapon with an Intelligence of 16, Wisdom of 18, and Charisma of 20. It has darkvision (120 feet) and can communicate telepathically with its wielder. It frequently offers whispered advice, most of which encourages cruelty, dominance, and the pursuit of one's fears. Its ultimate goal is to spread the influence of Morfea's nightmarish domain.
Fear Strike:
Once per short rest, the wielder can empower the blade with the essence of terror. On a hit, the target must make a DC 20 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature takes 3d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of its turns, ending the effect on a success.
Nightmare Phantoms:
When the wielder reduces a creature to 0 hit points, shadowy phantoms rise from the body, their ghastly forms clawing at all nearby enemies. Creatures within a 20-foot radius of the slain target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. While frightened, creatures are paralyzed by terror, unable to move closer to the wielder. This ability can only be triggered once per short or long rest.
Dreamwalker’s Touch:
As an action, the wielder may touch a sleeping creature with the blade, channeling Morfea's power into their dreams. The target must make a DC 20 Wisdom saving throw. On a failed save, they experience a nightmare of the wielder's design, taking 6d10 psychic damage and awakening with 1 level of exhaustion. This ability can be used once per long rest. On a successful save, the creature becomes immune to this effect for 24 hours.
Aura of Dread:
The sword emits an aura of palpable dread within a 20-foot radius. Hostile creatures in this area have disadvantage on saving throws against being frightened, and creatures already frightened take an additional 3d6 psychic damage at the start of their turns.
Enhanced Properties (Post-Attunement)
Master of Terror:
While attuned to Umbrafulgur, the wielder's Charisma score increases by 4, to a maximum of 24. They gain proficiency in Intimidation, and if they are already proficient, they double their proficiency bonus for Intimidation checks.
Sovereign of Shadows:
The wielder gains access to the Shadow Step ability. As a bonus action, they can teleport to an unoccupied space within 60 feet that they can see, as long as both their starting location and destination are in dim light or darkness. After teleporting, the wielder's first melee attack with Umbrafulgur has advantage.
Living Nightmare:
When the wielder causes a creature to become frightened, that creature also gains the paralyzed condition for 1 round. This effect only works once per enemy. If the enemy succeeds on a saving throw against this effect, they are immune to it for 24 hours.
Special Ability - Morfea’s Shadow Eclipse
Once per week, the wielder may summon the full power of Morfea's realm of nightmares through Umbrafulgur. As an action, the wielder invokes the Shadow Eclipse, which blots out all light in a 120-foot radius for 1 minute. During this time:
- The area is considered supernatural darkness that not even darkvision can penetrate.
- All creatures in the area must succeed on a DC 22 Wisdom saving throw or be paralyzed with fear for the duration. Paralyzed creatures are also blinded.
- The wielder can see perfectly in the supernatural darkness and has advantage on all attacks against creatures in the area.
- When the effect ends, all paralyzed creatures take 10d10 psychic damage.
When this effect ends, the wielder must make a DC 22 Wisdom saving throw. On a failure, they are inflicted with waking nightmares for 24 hours, suffering from disadvantage on all Wisdom (Perception) checks and Charisma saving throws.
Curses
Embrace of Fear:
Each time the wielder uses Fear Strike, Dreamwalker’s Touch, or Morfea’s Shadow Eclipse, they must make a DC 20 Charisma saving throw. On a failed save, they experience a waking nightmare for 24 hours, causing them to be unable to gain the benefits of a long rest. If the wielder fails this saving throw three times in a row, they become permanently haunted by phantom whispers, causing them to hear voices in the darkness, reducing their passive perception by 5.
Living Terror:
The wielder becomes paranoid, slowly descending into madness. After 30 days of continuous attunement, the wielder develops a permanent fear of bright light and open spaces, imposing disadvantage on attack rolls, saving throws, and skill checks while in direct sunlight. The wielder also becomes unable to willingly part with Umbrafulgur. If they try, the sword immediately teleports back to their hand, dealing 6d10 psychic damage in the process.
Umbrafulgur is a harrowing weapon of fear and dominance, gifted by Morfea, the Goddess of Fear, Shadows, and Nightmares. Its blade is forged from a substance darker than the void, with rippling waves of shadow that flicker like black flames. The edges remain razor-sharp, and the surface is unnervingly smooth, yet it seems to devour all light around it. Its hilt is wrapped in cold, ashen leather, and the pommel is carved into the form of a twisted, screaming skull. The hollow eye sockets seem to follow movement, glowing with faint ghostly light that flickers like dying embers.
This sword is not a mere tool but a living nightmare. Those who wield it feel a creeping sense of power and paranoia that grows with each use. Morfea's influence seeps into their dreams, warping them into waking terrors. The blade urges its wielder to become the very thing others fear most.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
1d8+STR+PROF+3 / 2d8 psychic |
Slashing |
5-10 ft |