Weapon Type: Scimitar
Damage: 1d6 slashing
Properties: Finesse, Light
Appearance:
A slightly curved scimitar forged from a smoky-black metal that gleams like obsidian but hums faintly with a red-orange core — as if a dying ember lives inside the steel. The edge is serrated near the hilt, and along the fuller, infernal runes glow faintly in coalsmoke orange when blood is spilled.
Effects:
1. Ember’s Edge:
When you hit with this weapon, the target takes an additional 1d4 fire damage. If you are below half your maximum hit points, this damage increases to 1d6 fire damage.
2. Rite of the Ember (Recharge 5-6):
As a bonus action, you can activate the Rite of the Ember, channeling the weapon’s innate infernal power. The weapon ignites with hellish flames for 1 minute, shedding dim light in a 10-foot radius.
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While active, the weapon deals an additional 1d8 fire damage.
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If you are also channeling a Crimson Rite, use the higher of the two damage rolls (Hemocraft die or 1d8). The effects do not stack.
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If you drop to 0 hit points while the Rite of the Ember is active, the flame erupts outward. Each creature within 10 feet must succeed on a DC 15 Dexterity saving throw or take 2d8 fire damage, half as much on a success.
3. Searing Retribution:
When you are struck by a melee attack while the Rite of the Ember is active, you can use your reaction to cause the flames to flare. The attacker must succeed on a DC 14 Dexterity saving throw or take 1d8 fire damage.
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: Finesse, Light, Nick
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/15/2025 5:09:42 AM
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5
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1
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Coming Soon
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