Weapon (sickle), legendary (requires attunement)

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

Item Tags: Damage Debuff Combat

IamSposta

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