Very Rare Wondrous Item (Parasol), Requires Attunement
Nightwalker’s Salvation. While you are holding this big magic parasol above you in at least one hand, you cannot negatively be affected by sunlight in any way.
Also the area within 5 feet of you is considered Dim Light that does not impose disadvantage on Wisdom (Perception) checks on you.
Creatures that end their turn in the Dim Light have disadvantage on saving throws against being charmed or frightened by you until the end of their next turn.
Each time a creature is charmed or frightened while within the area, the shadows inside parasol feed on their emotions and you regain 2d6 Hit Points
While the item is on the same plane of existence as you, you can use your action to make it appear in your hand.
Eclipse. Once per long rest as an action, you can raise the parasol and make it start flying upwards. After reaching its apex, it will create a 30-foot radius dome of darkness around and above you. The border of the dome is a 5-foot thick wall with the properties of the darkness created by the Darkness spell.
You gain 30 feet of flying speed while inside the area.
The area inside the dome is lit by a crimson Dim Light. Creatures inside this area are affected by the effects of Nightwalker’s Salvation
As a bonus action, you can move the dome up to 30 feet.
This effect lasts for 1 minute, after which the Malevolent Shade immediately returns to your hand.
Shadow’s Embrace (Recharge 5-6). As a bonus action, while holding the Malevolent Shade in at least one hand, you can wreath the parasol’s shadows around you to assist you. You gain the following benefits until the start of your next turn.
You do not roll for recharging this feature if you are not holding Malevolent Shade
- Your attacks deal additional 2d6 necrotic damage.
- You gain 2d6 temporary HP
- Creatures that end their turn within 5 feet of you must make a DC 13 Wisdom saving throw, becoming frightened of you until the end of their next turn.
- You have Darkvision out to a range of 120 feet.