You have a +1 bonus to attack and damage rolls made with this magic weapon. Made from a shiny, silver-blue metal, this pair of scimitars has a faint glow, one light blue and one light green. A chain connects the scimitars at the hilt, giving the scimitars the Thrown property with a range of 20ft. After the scimitars are thrown, they fly back into your hands. Engraved on the side of the blades, in elvish, is: "Scimitars of Elduin".
When a natural 20 is rolled with an attack using either of the weapons, they gain a mysterious charge. The purpose of the charge is to force a wild magic surge, even if the user isn't a wild magic sorcerer, or a magic user at all. When a charge is expended, roll a d100 and refer to the wild magic table for the effect. Once/if the user is 5th level or above, roll two d100s instead of one for the wild magic surges, and the user can choose which wild magic effect occurs.
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, victory in combat while using the scimitars., Damage, Combat, Finesse, Light, Nick
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