This magic sickle is enchanted with the essence of poison itself. While you are attuned to it, you gain resistance to poison damage, and advantage on saving throws against being poisoned.
You gain a +1 bonus to attack and damage rolls made with this magic sickle. On a hit this sickle deals an additional 1d4 poison damage.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must make a DC 15 Constitution saving throw. On a failed save, they take 2d10 poison damage and become poisoned for 1 minute, on a successful save, they take half damage and are not poisoned. The Sickle can be used this way three times, after that it can’t be used this way again until the next dawn.
Proficiency with a Sickle 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: Damage: Poison, Bonus: Magic, Resistance: Poison, Advantage: Saving Throws, Damage: Poison, Weapon Property: Finesse, Poisoned, Damage, Debuff, Combat, Light, Nick
I understand the poison feature was likely based off the "Dagger of Venom"; however, as that only has a single charge, and this has three, I recommend slightly rewording it.
"This sickle has 3 charges. As an action, you can expend one charge to coat the blade in a thick, black poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The sickle regains all expended charges daily at dawn."
As it is currently, it is unclear how many times it can be used the day after you expend all charges. This rewording aids in clarifying that information. As a secondary, very minor nitpick -- this probably doesn't need to be a legendary item. Yes, it is an upgrade on the dagger, and therefore might warrant an increase in rarity, but it's not quite as strong as I would expect a typical legendary weapon to be. I'd probably put it at Very Rare (because it is better than the dagger). Again, that's a very minor quibble, and really doesn't matter all that much.
Thanks for the feedback. I‘ll probably not change this one because of the issues with editing published materials. But I’ll make a bit of it for future ones.
Also, it is Legendary because it is a one-of-a-kind named weapon and in my world those all have legends attached. Anything “very rare” has the potential to have more than one floating about in the world. Unique named items are all at least “legendary” in my world.
That's a fair justification for it being legendary.
I'm enjoying looking through your homebrew things -- keep up the good work!
Thanks!