Burn and Scorch, Megalos Ancestral Scimitars

The twin scimitars have been handed down from mother to daughter for over 6 generations. While the origin of the weapons are unknown, they have the potential to grow into extensions of the wielder as they mature.   The most obvious characteristic is the ability to bring forth a strong flame along the blades during a fight.  

Mechanics & Inner Workings

Weapon (scimitar), rare (requires attunement by a Fire Genasi)   You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Infusion (Level 1)

Your weapon attacks from this weapon can deal an additional d6 fire damage.


This weapon counts as a spell casting focus, and conveys the Warcaster feat to the wielder.  
War Caster Players Handbook, pg. 170   You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

Ancestral Trait

Battlebred. The weapon will glow a sinister red color around areas that have experienced bloodshed in the last week.

Ancestral Personality

  Vengeful. Once crossed, the weapon will not forget and will encourage you in situations where you can realize your revenge.   Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.


  Ancestral weapons require attunement to the bearer before their abilities are usable. An ancestral weapon that is not attuned will act as a mundane weapon of the weapon's type. A character who begins a campaign with an ancestral weapon, is attuned to it immediately. In all other circumstances, the bearer of an ancestral weapon may only attune to the weapon if one of the following criteria is met:
  • The creature must have received the weapon as a gift from a creature attuned to the item
  • In the case the creature attuned to this item has deceased, the creature must share a direct bloodline.
In addition, the new bearer must keep the weapon on their person for at least one month before they attempt to attune to the item in the normal manner.   Each time a creature attunes to an ancestral weapon, the DM must decide whether the weapon keeps at its current unlocked power level, starts at a reduced power level, or with 0 spirit points. In each case the new bearer can earn spirit points as normal. A character should not be gifted an ancestral weapon with spirit points greater than the current character level.   The item behaves as a mundane weapon for anyone unattuned.
Item type
Weapon, Melee
Current Location
Current Holder
Owning Organization
3 lbs
Base Price
2500gp (Value, each)


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