Weapon (scimitar), very rare

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage no matter what it is, You also gain 10 hit points. Hit points lost to this weapon's damage can be regained only through a long rest, Magic doesn't do anything. If a spell is cast at 6th level or under, AND is a projectile, you may roll 1d8, 4 and above will cause you to block it with the Scimitar.

AND TO ADD ONTO THAT! Our Finest Æther-smiths have engraved it with antimagic runes! So if you swing your blade hard enough, you can just straight up deny any spells under level 6! Yeah, we're gonna be bordering on a forth wall break, Call A.W.B.A. (Anti Wall-Break Association) They can't stop us now! Is your dungeon infested with disgusting enemy  constructs and or animated objects? Use Artran Arms™ A.M. (Anti-Magic) Scimitar! With just three swings, SLASH SLASH SLASH! And that pesky Construct is dead as dirt!

 

Artran Arms™ will not be held responsible for any harm to the wielder's body, Dismemberment, harm to the user in any way, shape, or form, Do not swing at children unless they attempt to murder you. AND DO NOT, ABOVE ANYTHING ELSE, Use this as a cheese cutter.

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: Necrotic, Bonus: Hit Points, A.M. stands for (Anti-Magic), Healing, Damage, Combat, Finesse, Light, Nick

Item Tags: Healing Damage Combat

gunergameing

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