This exceptionally well-crafted steel blade bears four runes at the end of its length. These runes represent the wielder’s ideals and can be found burned into the skin of its true owner. In norse clans, when such a weapon is passed from parent to child, it is accompanied by a branding ritual, bonding the blade to its new owner. Entire lineages can be identified by the brands that mark their skin.
This magic weapon has 5 charges and regains 1d4 + 1 expended charges if it spends 8 hours in the embers of a fire. As a bonus action, you can expend 1 charge to ignite the blade for 1 hour, or until you sheathe the blade. Flames erupt along the sword’s length; it sheds bright light for 40 feet, dim light for an additional 40 feet, and deals an additional 1d4 fire damage on a hit.
Enhanced Attunement: Brand. If you undergo a branding ritual to become bonded to the blade, you can expend 2 charges to cast the heat metal spell (save DC 13) as an action. In addition, the weapon regains all expended charges instead of 1d4 +1. Once you have undergone this branding ritual, you can’t willingly unattune from the blade until someone else willingly undertakes the branding ritual, at which point the attunement passes to them.
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: (enhanced attunement), Finesse, Light, Nick
Previous Versions
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4/14/2024 11:07:26 PM
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4/20/2024 8:52:05 PM
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4/20/2024 8:55:38 PM
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4/20/2024 9:16:27 PM
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