Weapon (scimitar), rare (requires attunement by a fighter, or rogue)

This weapon is exceedingly hot to the touch. Its heat rages like a desert day's. Once attuned, the wielder no longer feels the heat from Yawm's blade.

Attacks with this weapon deal an additional 1d6 of fire damage.

Yawm has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using 15 as the spell save DC:

  • Hallucinatory Terrain(4 charges)
    • You can only have one Hallucinatory Terrain spell active at a time from this weapon.
  • Blur(3 charges)

Throw Sand: 
When you strike a creature with Yawm you may expend 1 charge to throw sand at the target's eyes, forcing the creature to make a DC 15 constitution saving throw. A creature who fails this saving throw has disadvantage on attack rolls until the end of its next turn. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight.

Yawm regains all charges after a long rest.

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: Damage: Fire, fighter, or rogue, Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

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