Weapon (scimitar), rare (requires attunement by a Long Rest)

A shorter then average scimitar.  This blade seems to hold special value to the Craigmaw Goblins most likely do to its serrated blade.  The sharp shark like teeth on the blade give it a menacing appearance and an even more wicked bite.

Actions: Melee Weapon Attack: reach 5ft., one target.

Hit: (1d6) slashing damage.

If attuned and your attack roll 15 or greater the creature is wounded.  At the beginning of the targets next turn roll (1d4) necrotic damage for every wound caused this way.  The creature can then roll a DC15 Constitution saving throw or they or an alley may make a DC15 Wisdom (Medicine) check.  Alley must be within 5ft. of target.  If successful the creature no longer is affected by wounds, but can only regain hit points lost this way from a short or 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: Serrated blades mostly seen as saws or bread knives are also extremely well suited for carving up flesh. They provide a faster though uneven cut which can result in bloodier more sever wounds that are harder to get to close. Additionally they require more care to maintain. A simple wet-stone must be replaced with a diamond or gemstone for best results. Serrated blades do however take more time to dull then a standard straight blade. May have advantage against some forms of natural armor as well as hide or leather, Long Rest, Finesse, Light, Nick

Jaegerr080

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