Weapon (scimitar), rare (requires attunement)

This ornate scimitar has blueish silver wave like patterns etched into the blade which has a dark metallic finish. The guard resembles flowing waves, and the the end of the pommel has a dark blue sapphire.  

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Wounding: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Water Affinity: Attacks made with this weapon while underwater are not made with Disadvantage. In addition, while submerged in water, your attacks deal an extra 2d6 Cold damage.

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: Necrotic, Bonus: Magic, Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

MrPuddingsbane

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