Weapon (scimitar), rare (requires attunement)

This sword is a shadowy, incorporeal scimitar that damages the mind and the soul. Upon attuning to this weapon, one must succeed on a DC 15 Sanity Saving Throw, or gain an effect of Short-Term Madness and take 14(4d6) damage, which is both necrotic and psychic. On a success, the creature gains an effect of Long-term madness. If the sanity ability score is not in play, use Wisdom instead.

Curse. Whenever you roll a critical fail while using this weapon, you must make a DC 15 Sanity Saving Throw or gain another effect of Long-Term Madness. If you try to part with it, you must succeed on a DC 20 Sanity Saving Throw, taking 14(4d6) damage, which is both necrotic and psychic. 1d4 Crawling Horrors and 1d4 Terrorbeaks(see link in comments) also appear, which are hostile.

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: Cursed, Finesse, Light, Nick

Item Tags: Cursed

derplord698

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