You have a +1 bonus to attack and damage rolls made with this scimitar.
You may spend a bonus action to speak the scimitar's command word. If you do, it refracts and amplifies the surrounding light, dealing an additional 1d4 radiant damage on a hit. This effect lasts for 1 minute or until you dismiss it.
The scimitar has three charges, which it regains each dawn. You can use 1 charge as an action to cast color spray. Alternatively, you can use all three charges as an action to cast daylight.
You must be in bright or dim light in order to use either of the above traits.
If you roll a 1 on an attack roll with the scimitar and keep that roll, the blade of the scimitar shatters and the scimitar becomes a nonmagical handle.
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, Damage: Radiant, Damage, Utility, Combat, Finesse, Light, Nick
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