Weapon (scimitar), legendary (requires attunement)

When you successfully attack a creature with this blade, you may choose to expend a number of charges equal to 7. These charges are replenished by one each day. If all charges are expended, Roll a d20. On a 1, the weapon can no longer use this feature. 

Each charge represents a day of affliction, which cannot be contested or cured in any way except by time. Roll a d6 after expending the desired number of charges. The number rolled will equal a temporary reduction of hit points to the afflicted creature. 

Once under the effects of this blade, a spell cast by the afflicted creature has a chance to fail. Upon a failed Constitution Saving Throw (DC 12), the caster will suffer 1d6 psychic damage, and the spell will fail and waste the spell slot. On a successful save, the spell will go through, but the caster will still suffer 1d4 psychic damage. The psychic damage is negated if the user is immune to psychic damage, and will take half damage if resistant. 

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, Debuff, Combat, Finesse, Light, Nick

Item Tags: Damage Debuff Combat

Maxel

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