This Magic item has the ability to transform into other magic items listed in text below. I am not allowed to publish content with links even if they remain on site. I will link these in the comments. Apologize for the inconvenience.
Hope and Dread are a set twin scimitars linked by magic. Each scimitar has +2 bonus to attack and damage rolls, possess the thrown weapon property(range 30/50), and deal additional radiant and necrotic damage respectively equal to half your proficiency bonus rounded up. The magic which binds the scimitars is elastic in nature. Should they be separated by more than 50ft it will becoming increasingly difficult to further separate them until the weapons snap back to within 2ft of one another at extreme speed and force potentially dealing damage at the Dungeon master's discretion. To separate the weapons physically by more than 50ft requires a strength check DC equal to 15 + distance in feet/10 on both swords as they try to pull themselves back together. Moving without doing this will simply cause the other blade to be dragged across the ground. To separate the weapons magically by more than 50 ft requires a spell casting ability check or equal to 15 + distance/10. (Rounded up)
As a bonus action you may fuse scimitars together transforming them into Angel Blade Hope(Longsword), or Fusion Edge Apathy(Double-Bladed Scimitar). This can only be done if you hold both scimitars. You are attuned to the newly created item and it possesses this weapons remaining charges instead of its own as it replaces Hope and Dread. If this weapon was created this turn you can make 1 additional attack with each Scimitar this turn if you take the attack action.
As a bonus action, at the cost of 1 charge, if you are holding one of the scimitars but not the other, you may either teleport to the distant scimitar or the distant scimitar to you depending on the state of the scimitar. If the scimitar was thrown and hit or is being held by a creature or object of a equal or large size you teleport to the distant scimitar. If the scimitar was thrown and hit or is being held by a creature or object of a smaller size the scimitar and creature or object attached to it is teleported to you. If the scimitar is not attached to an object or being held you chose which teleportation option happens. Not matter what option occurs the scimitar is returned to your empty hand.
The item regains 1d4 charges after a long rest to a maximum of 3 charges.
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: Radiant, Weapon Property: Thrown, creature with at least 10 or higher total class levels. Both swords count as 1 item for the purposes of attunement., Damage, Combat, Finesse, Light, Nick
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Posted Mar 1, 2025https://www.dndbeyond.com/magic-items/9756873-hope-and-dread
https://www.dndbeyond.com/magic-items/9756960-angel-blade-hope
https://www.dndbeyond.com/magic-items/9758427-demon-sword-dread
https://www.dndbeyond.com/magic-items/9758488-fusion-edge-apathy