You have a +1 bonus to attack and damage rolls made with this magic weapon.
Grapple. If you are proficient in this weapon you may use it to attempt to grapple a creature with in range.
Acrobatics. If you are proficient in this weapon you may use it to attempt to use it to perform acrobatic maneuvers.
Double Weapon. When using spiked chain as a double weapon you can attack with it twice using your action. However, you lose the chain's reach ability.
(Requires Spiked Chain Mastery)
Laceration. Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it 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, Weapon Property: Finesse, Weapon Property: Two-Handed, Ignore Weapon Property: Thrown, Ignore Weapon Property: Light, Ignore Weapon Property: Versatile, Requires the Spiked Chain Mastery Feat, Damage, Combat, Finesse, Light, Nick
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