Weapon (scimitar), legendary (requires attunement by a Humanoid, fey, or dragon)

The land of the pre-Orobian weapons forged by Raithwall Gargec before he began his path led him to the central continent of Skyeria, this sword was a small thought-experiment.  He had no idea that this sword would hold up to the passage of time, and the enchanted blade would be seen as his most iconic creation, despite not having anything to do with his fire powers. Nowadays, the sword rests in the hands of the current Poswalia royal family, now currently in the hands of Mecca Nejem.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.  The weapon has 10 charges.

You can use an action to use a charge to cause thick, green poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 7d6 poison damage and become poisoned for 1 minute on a failed save, or half as much damage on a success.

If separated from this weapon, you can use two charges to call the sword back to your hand.

This sword regains 1d4+1 charges at 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: Poison, Bonus: Magic, Poisoned, Humanoid, fey, or dragon, Damage, Debuff, Combat, Finesse, Light, Nick

Item Tags: Damage Debuff Combat

GrizzyB92

Comments

Posts Quoted:
Reply
Clear All Quotes