Weapon (scimitar), very rare (requires attunement by a Spellcasters can not attune to this weapon. Others can attune to this blade by concentrating at least 2 hours, holding the blade in both hands across their own lap.)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Whenever someone attuned to this weapon gets attacked by magic, the weapon tries to counter that magic. 
If it is a damage-dealing spell, roll 3d10. If the result is higher than the damage caused by the spell, the spell is completely absorbed. If the result is less than the spell's damage, half the damage gets absorbed, but the weapon detonates, causing 3d4 damage to all creatures within 5ft. of the blade.

If affected by any other spell that requires a saving throw, the person attuned to this weapon may add 3d4 to the saving throw.

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, Spellcasters can not attune to this weapon. Others can attune to this blade by concentrating at least 2 hours, holding the blade in both hands across their own lap., Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

Falameezar

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