The Celestial Twins

This set of twin daggers are infused with the essence of the Sun and Moon. Each dagger on its own is a formidable weapon, but if wielded together their true power becomes apparent.

The daggers were crafted by Heimdall as a gift to Freya. How the daggers ended up in mortal hands is unknown.

# Sun and Moon United

If you wield Crescent Moon and Shining Star together, you can attune to both using a single attunement slot. They also gain the following benefits:

  • Empowered: Their bonus to attacks and damage increases to +3 and the DC for their saving throws increases to 18.
  • From Dusk Til Dawn: Instead of individual charges, they gain 24 shared charges. They regain 1d8+6 charges at both dusk and dawn.
  • Eclipse: If you miss a creature with an attack made using either dagger on your turn, the next attack you make with the other dagger against that creature during this turn has advantage.
  • Power of the Heavens: You can spend 3 charges to cast Moonbeam (opens new window), or 6 charges to cast Dawn (opens new window), with a DC of 18.

Crescent Moon

# Crescent Moon

Weapon (dagger), legendary (requires attunement)

A dagger with a crossguard in the shape of a waning moon and a leaf-shaped blade. The blade appears translucent, refracting light that hits it. The hilt contains a large milky opal gem. The pattern on the gem changes over time, always showing the current phase of the moon.

You gain a +2 bonus to attack and damage rolls made with this weapon.

You can speak a command word ('nox') to make Crescent Moon emit dim light in a 10-foot radius. This light is only visible to you. This lasts until you speak the command word again.

The dagger also has 10 charges. It regains 1d6+4 charges daily at dusk. When you hit with an attack using Crescent Moon, you can expend a charge to deal an additional 2d4 radiant damage to the target. If the target is a shapechanger, they must succeed on a DC 16 Constitution saving throw or instantly revert to their original form.

Immediately after you make a ranged attack with the dagger, it disappears in a silver flash of moonlight and appears back in your hand. Alternatively, you can spend two charges to teleport yourself to the point of impact (an unoccupied space next to the target if the target is a creature), where you emerge holding the hilt of the dagger.

Shining Star

# Shining Star

Weapon (dagger), legendary (requires attunement)

A golden flame-bladed dagger. Its guard and hilt has several points emanating out from semi-circular bases. The guard houses a large bright yellow-orange gem, and the dagger is always pleasantly warm to the touch.

You gain a +2 bonus to attack and damage rolls made with this weapon.

You can speak a command word ('lux') to make the gem in Shining Star's guard emit bright light in a 15-foot radius, and dim light for an additional 15 feet beyond that. This light is sunlight. This lasts until you speak the command word again.

The dagger also has 10 charges. It regains 1d6+4 charges daily at dawn. When you hit with an attack using Shining Star, you can expend a charge to deal an additional 2d4 fire damage to the target. If you spend an additional charge, the target must also make a DC 16 Constitution saving throw or be Blinded until the end of your next turn.

Upon throwing this dagger into magical darkness caused by a 5th level or lower spell, you can spend two charges to end the spell.

Immediately after you make a ranged attack with the dagger, it disappears in a bright flame and appears back in your hand.

Shining Star is currently wielded by a power-hungry Rakshasa (opens new window) named Donymodhas. He is a formidable fighter with his dagger and spellcraft, which has given him much fortune. Donymodhas covets his dagger's twin above all else. At the same time, he fears to face its wielder, as he is a shapechanger (and thus vulnerable to its effects). He controls a large network of spies and mercenaries, and spends much time searching for clues as to the wielder of Crescent Moon. Anyone who wields Crescent Moon openly can expect an unfriendly nighttime visit from Donymodhas' elite hit squad (consisting of Chain (opens new window) and Barbed Devils (opens new window)), led by an Erinyes (opens new window) named Cabendha.