Weapon (scimitar), rare

This magical druidic weapon glows dimly yellow when gripped, with a brighter flicker every 10+2d6 seconds. The glow and flicker are not bright; the glow is just enough to read by, or to identify plants by.  Its hilt and pommel are decorated with inlaid metal mistletoe leaves, and there is a big red gem in the pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon.

Once per day, a druid gripping this weapon can use an action to will it to cast Call Lightning as though it were cast with a 3rd level spell slot. Days are considered to start at sunrise for this purpose. After this ability has been used, the weapon no longer glows or flickers until it recharges at the next sunrise.

 

 

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, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

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