Spear of Lurking Shadows
Artifact, Weapon (requires attunement by non-good aligned creature)

Stationed at the doors of the throne room, a Queen’s guard is ordered to kill a guest waiting for her majesty’s appearance. A dark shadow shifted close to the guard and crept below the crack of the doors. Without a sound, the shadow embraced the guest draining them of their remaining life. 

The spear is now located in personal armory of Nila, an elder deity that was banished to the Shadowfell. She has little care for the thing, she only cares that she took it from an individual that was in her presences without her permission.



Sleeping State
The spear has 8 charges, regaining 1d6+2 at the break of dawn. The spear serves as a +1 magical weapon, and deals an additional 1d6 necrotic damage. The Spear has a Spell Save DC of 15.


Severed Shadow (1 charge): As an action, the user may cast their shadow to act independently from their body. The shadow has the same stats of a Shadow creature in the Monster Manual (p. 269). During combat, the Shadow shares the initiative of the original body and is commanded by the user. The user may perceive through the eyes of the shadow. 

Binding Tether (2 charges): Target one creature within 30ft, shadows around the target wrap and restrain the victim. The target must succeed a Strength Saving Throw or be restrained for the remainder of the round. The bindings disappear at the end of their next turn. 


Awakened State
The spear increases to a +2 magical weapon and has 10 charges, regaining 1d8+2 at the break of dawn. The Spear’s Spell Save DC increases to 17. 

Venturing Shadow (2 charges): The user may switch places with their Severed Shadow, or teleport to a shadow within 60 feet of their current location. 

Suffocating Darkness (3 charges): A void of darkness surrounds you in a 30 foot radius. Creatures in the radius become blind from the magical darkness. The darkness lasts for the amount of rounds equal to your Constitution modifier. While in the darkness creatures are unable to breath and last for the amount equal to their Constitution modifier. If they start their turn in the darkness after X number of rounds, they must succeed a Constitution saving throw taking 6d8 necrotic damage on a failure or half on a succeeding roll. If a creature has a negative Constitution modifier, the creature automatically falls unconscious and must roll and Constitution saving throw. On a failure the creature fails two death saving throws.

[The spear has an additional elevated state, but will not be shared due to an on-going campaign]