Weapon (glaive, greatsword, longsword, rapier, scimitar, sickle, or shortsword), legendary (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.

Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn.

Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.

Applicable Weapons

Name Damage Properties Mastery
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze
Greatsword 2d6 Slashing Heavy, Two-Handed Graze
Longsword 1d8 Slashing Versatile (1d10) Sap
Rapier 1d8 Piercing Finesse Vex
Scimitar 1d6 Slashing Finesse, Light Nick
Sickle 1d6 Slashing Finesse, Light Nick
Shortsword 1d6 Piercing Finesse, Light Vex

Notes: Bonus: Magic, Bonus: Saving Throws

Dungeon Master’s Guide, pg. 275

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