Weapon (scimitar), rare (requires attunement)

This magic blade appears to be entirely made of ice. When attuned, it deals an addition 2d4 cold damage on a hit. As a bonus action, it can be changed into a shortsword, longsword, scimitar, sickle, or back into a dagger. Each night the wielder must succeed on a DC5 Charisma saving throw or become lawful evil and serve Auril by continuing Sephek's work. The alignment change can be undone by any magic that ends a curse.

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: Cold, Finesse, Light, Nick

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