You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 20-foot radius and dim light for an additional 10 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Curse: This weapon is cursed, and becoming attuned to it extends this curse to you. When you attack a creature with this weapon and roll a 1 on the attack roll, the weapon turns your attack against you, dealing damage to you as though you had targeted yourself. Once you attune to this weapon, you cannot unattune to it without the aid of a remove curse or wish spell. Additionally, you must make a DC15 Charisma Saving Throw in order to make an attack with any other melee weapon.
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, Damage, Combat, Finesse, Light, Nick
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