Weapon (sickle), legendary (requires attunement by a cannot be attuned to by a good aligned creature)

Ancient Elven daggers, these elegant blades are shaped unlike any weapon in the Modern Kingdom.  Called in the ancient Elven tongue "Ul'aks" They swing around the fist and down the arm, these "swingblades" are capable of slicing and stabbing positions, and are designed to compliment the natural motions of a person's arms and hands in close combat. The serrated edge is used for blocking other bladed weapons. Irony and Agony are two particularly enchanted versions of the already deadly elven weapons; glowing with a tinge of green along the blade of Irony and a deep crackling purple energy that seems to leak from Agony

 

Agony and Irony are bound together by their enchantment; they must be attuned to and used in tandem. If you attack a target with either Agony or Irony, you must make your next attack action or action to attack with the other blade, if the first blade's target is killed, this effect is negated. Failure for any reason to meet the requirement results in the wielder taking 4d10 Necrotic damage. Additionally,  should agony and Irony be separated by more than 5ft for any reason at any time, the attuned wielder will immediately feel an overwhelming desire to return them to each other; failure to do so will result in the wielder taking 4d10 psychic damage per round that the blades remain apart. 

You have a +2 bonus to attack and damage rolls made with these magic weapons.

Agony; When attacking with Agony, you can choose to apply your +2 bonus damage as Necrotic damage and deal an additional d4 of the same damage type; when you successfully hit an enemy with Agony, you may expend a charge to cause an additional 2d6 damage of your chosen type, it regains 1d4 charges on a long rest

Irony: When attacking with Irony, you apply your +2 bonus as Psychic damage and deal an additional 1d4 damage of the same type , when you successfully hit an enemy  you can expend a weapon charge to cause the enemy targeted to make a Charisma saving throw, the DC of which is  13+ your proficiency mod; if the enemy fails, you can deal 4d6 psychic damage to them, if the enemy succeeds, you take 4d6 psychic damage 1 hour after your attack successfully lands. You regain 2 of these charges during a long rest.

 

Proficiency with a Sickle 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, cannot be attuned to by a good aligned creature, Damage, Combat, Light, Nick

Item Tags: Damage Combat

Mrbeenready

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