Weapon (scimitar), legendary (requires attunement by a You gain darkvision while attuned to Baleful Scimitar with a range of 60ft. If you already have darkvision, it increases your darkvision's range by 60ft instead.)

You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with Baleful Scimitar and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the Scimitar flares with a sickly light.  The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.  If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.               Additionally, while wielding this weapon in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30ft to an unoccupied space you can see that is also dim light or darkness.

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, You gain darkvision while attuned to Baleful Scimitar with a range of 60ft. If you already have darkvision, it increases your darkvision's range by 60ft instead., Damage, Combat, Finesse, Light, Nick

Item Tags: Damage Combat

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