This blade glows with a green sheen and appears to secrete a fine oil which always coats the blade.
Gifted to a warlock as a boon and pact blade weapon from a celestial patron, this blade serves one purpose, to serve the goals of who granted its favour.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with this weapon that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned for 1 minute.
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
However, that nature of this chaotic blade ensures that someone routinely suffers. Critical failures with this weapon results in the weilder suffering 1D8 Pyschic Damage and this weapon vanishes into an unknown plane for 1D4 rounds as to punish the wielder for incompetence and failure.
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: Poison, Resistance: Poison, Immunity: Poisoned, Poisoned, Damage, Combat, Finesse, Light, Nick
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