Weapon (scimitar), artifact (requires attunement)

This ancient scimitar once belonged to a powerful archfey of the Seelie Court, who has now become an efreeti bound to the blade.  The scimitar counts as a +3 weapon for attack and damage rolls.  On a hit, you deal an additional 3d8 fire damage, ignoring resistance and immunity to fire damage.  While you are attuned, Adara has 20 charges that regain 1d10 + 6 charges after a long rest.  You can expend a number of charges to cast the following spells from the scimitar:

  • Detect magic (1 charge)
  • Enlarge/reduce (3 charges)
  • Tongues (3 charges)
  • Conjure fire elemental (4 charges)
  • Gaseous form (5 charges)
  • Invisibility (5 charges)
  • Wall of fire (7 charges).

In addition, Adara has the following properties while you are attuned:

  • You gain resistance to fire damage.
  • You gain a +2 bonus to your Armor Class (AC).
  • As an action, you can summon Adara to aid you in battle.  Use the efreeti stat block in the Monster Manual with the change that he is a medium elemental.  You can use a bonus action to command him.  Adara takes his turn immediately after your turn in combat.  If no command is issued, he takes the Dodge action.  If you have him use one of his spells, it expends charges on the scimitar.  You can dismiss Adara back to the blade as a bonus action or until he drops to 0 hit points.
  • As a bonus action, you can speak the command phrase ("Adara Ignite") to cause the scimitar to catch a blaze for 1 minute.  While the scimitar is glowing, you can make a special ranged attack to fire off embers towards a creature within a range of 30/80.  Make a ranged dexterity attack towards a creature.  On a hit, the target creature takes 4d6 fire damage.  If Adara is summoned, the damage increases by an additional 2d6.

Sentience.  Adara is a sentient scimitar that communicates telepathically with its wielder.  Adara has an Intelligence score of 21 (+5), Wisdom score of 18 (+4), and Charisma score of 19 (+4).

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: Fire, Resistance: Fire, Bonus: Armor Class, Buff, Combat, Finesse, Light, Nick

Item Tags: Buff Combat

ColorguardAsian1993

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