Weapon (scimitar), rare

The sword has the following properties upon first attuning to it:

While attuned to the limb this scimitar is connected to you can use a bonus action to command it either aloud or in your mind (using a command phrase or word of some sort), causing flames (or any other energy {Radiant, acid, psychic, etc. once fully attuned) or eldritch energy (Eldritch is only If the character a warlock, can cast Eldritch blast, and is fully attuned to the arm) to erupt from the blade. This energy always sheds bright light in a 10-foot radius and dim light for an additional 10 feet, full attunement can choose up to 40 feet of bright light and 40 of dim light, with a minimum of 0 feet of light, canceling the light effect out.  While the sword is ablaze, it deals an extra 2d8 fire (or other elemental) damage to any target it hits (in addition to its scimitar damage). The flames last for 10 minutes, or until you use a bonus action to command it to stop, or you drop or sheathe the sword. If you drop or command the sword to stop, you can evoke the flames again within the 10 minute window as a bonus action. Sheathing the sword allows you to restart the 10 minute window, but requires an action to do so, otherwise the flames can continue for the 10 minutes. This has 3 uses and has no penalty when they are all used. It regains one d4 uses, if a 4 is rolled, a temporary extra use is available for four hours. This temporary use can only happen once per day, and uses are regained upon a short rest, a long rest puts them at 3, even if an temporary use is still available. 

Upon fully attuning to the arm, the following abilities are gained:

The weapon now starts with a max of 4 charges, and the max increases by 2 at level 6, 2 at level 12, 2 at level 18, and finally at level 20, charges increase to 15.

The weapon charges can be replenished on a short rest by rolling a 1d4 plus your proficiency modifier. All charges are replenished on 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, Requires attunement to an Affrika's Arcano-Mechanical Arm, Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

Karic24

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