Weapon (scimitar), very rare (requires attunement)

 

On a roll 20 on your attack, each creature of your choice within 5 feet of the target takes 5 psychic damage

You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 psychic damage

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 psychic damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.

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: Psychic, Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

Reddeer