These two scimitars count as one item and to get any of their effects the wielder must hold them both.
Dormant State
- While attuned to the scimitars you gain +1 to your Dexterity (can extend 20).
- You get +1 AC
Awakened State
- The bonus Dexterity becomes +2 (can extend 20).
- The Bonus AC becomes +2
- Ice blade gains the effect Ice Spike
- Fire blade gains the effect Flame Wave
Exalted State
- Attacks against you have disadvantage
- Ice blade gains the effect Unbreakable Ice and Ice Winds
- Fire blade gains the effect Vigilant Flame and Blazing Inferno
Ice Blade of the Frozen Peeks
On hit you do an extra 1d8 cold damage to the target.
If you use your Attack action to make an attack with this weapon you gain +1 AC until the start of your next turn.
If you hit the same target twice on the same turn with this blade, they can’t use reaction until the end of their next turn.
Fire blade of the Blazing Depths
On hit you do an extra 1d8 fire damage to the target.
If you use your Attack action to make an attack with this weapon you gain a fire shield that deals 1d6 fire damage to anyone who hits you with a melee attack until the starts of your next turn.
If you hit the same target twice on the same turn with this blade, them and any enemy within 5 ft of them must make a Dexterity Saving Throw against your DC, on a failed save they take 3d8 fire damage.
Ice Spike (Awakened State)
60/100ft range
Select 2 targets within range that are 10ft from one another and make a range attack. On hit the target takes 3d8 cold damage. If both targets are hit, they must make a Constitution Saving Throw or become stunned until the end of their next turn.
Flame Wave (Awakened State)
You hit the blade to the ground creating a fire wave that is 5ft wide and travels 40ft on a direction you choose. Each creature in its way must make a Dexterity Saving Throw, on a failed save they take 3d8 fire damage, they catch fire and must use an action to extinguish it or take 1d6 fire damage at the end of their turn. On a successful save they take half the damage and they don’t catch fire.
Unbreakable Ice (Exalted State)
Taking the Attack action to hit with this weapon gives you immunity to cold damage until the start of your next turn.
Ice Winds (Exalted State)
You can use your action activate Ice Winds (can’t be used if Blazing Inferno is active). This follows the same rules as a Consecration Spell.
Each enemy creature that ends its turn 10ft near you must make a Constitution Saving throw, on a failed save they take 3d6 cold damage and can’t regenerate/heal HP until the end of their next turn.
Allies within the Ice Winds have +1 AC.
Vigilant Flame (Exalted State)
Taking the Attack action to hit with this weapon gives you immunity to fire damage until the start of your next turn.
Blazing Inferno (Exalted State)
You can use your action to activate Blazing Inferno (can’t be used if Ice Winds are active). This follows the same rules as a Consecration Spell.
Each enemy creature that ends its turn 10ft near you must make a Dexterity Saving throw, on a failed save they take 3d6 fire damage and attacks against them have advantage until the end of their next turn.
Allies within the Blazing Inferno have +1 to Attack rolls.
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: Blood Hunter or Fighter, Finesse, Light, Nick
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