Weapon (scimitar), rare (requires attunement by a individual with the Dual Wielder feat or the Two-Weapon Fighting Style feat)

This pair of swords counts as a single item for the purpose of attuning to them. You gain a +1 bonus to attack and damage rolls made with these magic weapons; this bonus extends to any Strength check you make or Strength save DC used when you attempt to shove a creature. In addition, when an attack roll total is 20 or higher the target takes an extra 1d4 Acid damage.

While holding one of the swords, you can use an action to cause the other one to teleport to your empty hand or to the ground at your feet (your choice). When you do, the blade reappears in a plume of minuscule insects.

Hurl Acid. When you take the Attack action while holding both swords, you can choose to forgo making any attacks to instead force any creature within a 20 feet line from you to make a DC 15 Dexterity saving throw. On a failed save, the blades come together to emanate a 5 feet wide line of caustic fluid causing 3d6 Acid damage, and half as much on a success.

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, individual with the Dual Wielder feat or the Two-Weapon Fighting Style feat, Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

Bigg_Slamm

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