✦ Base Properties
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This weapon is a +3 magical scimitar.
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It sheds bright light in a 30-foot radius and dim light for another 30 feet.
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The wielder has resistance to fire and radiant damage.
☀️ Radiant Edge
When you hit a creature with this weapon, it deals an additional 2d10 radiant damage. Against undead and fiends, this damage increases to 4d10.
🔥 Solar Flare (2/Day)
As a bonus action, you can unleash a solar flare from the blade.
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All creatures of your choice within 20 feet must succeed on a DC 18 Constitution saving throw or be blinded until the end of your next turn and take 4d6 radiant damage.
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Creatures that succeed take half damage and aren’t blinded.
🌞 Lightbringer’s Ward
Once per long rest, if you are reduced to 0 HP while holding the Solblade, you are immediately stabilized and regain 30 HP at the start of your next turn. A radiant shockwave emanates from you in a 10-foot radius, dealing 3d6 radiant damage to hostile creatures in the area.
✨ Sun’s Wrath (Legendary Action)
Once per long rest, during initiative, the wielder may take one legendary action per round, choosing from:
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Radiant Slash: Make one weapon attack with the Solblade.
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Sunstep: Teleport up to 30 feet into a space of sunlight or bright light.
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Solar Pulse: Emit a pulse of solar energy; one creature within 10 feet must succeed on a DC 16 Strength save or be pushed 15 feet and knocked prone.
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Damage, Combat, Finesse, Light, Nick
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