Text | When you roll a 1 or a 20 on a d20, roll another d20 to create a random effect. Each time you roll, the new effect replaces any previous effect. Unless otherwise stated, the weapon returns to its normal state when you finish a short or long rest.
Chaos Weapon Effects:
d20 | Effect
1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 | A spectral aura coats your weapon. Until the end of your next turn, whenever you hit with this weapon, it casts magic missile as a 1st-level spell.
3 | Until the end of your next turn, you have advantage on attack rolls with this weapon.
4 | You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.
5 | Your attacks with this weapon deal an additional 1d8 radiant damage.
6 | Your weapon casts entangle on the next creature you hit with it before the end of your next turn.
7 | Instead of rolling, treat the result of this weapon's damage dice as 1 until the end of your next turn.
8 | You gain a +3 bonus to attack and damage rolls made with this weapon.
9 | You gain a –2 penalty to attack and damage rolls made with this weapon.
10 | You gain a +1 bonus to attack and damage rolls made with this weapon.
11 | You gain a –1 penalty to attack and damage rolls made with this weapon.
12 | You gain a +2 bonus to attack and damage rolls made with this weapon.
13 | You gain a –3 penalty to attack and damage rolls made with this weapon.
14 | Instead of rolling, treat the result of this weapon's damage dice as the maximum result until the end of your next turn.
15 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
16 | Your attacks with this weapon deal an additional 1d8 necrotic damage.
17 | You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute.
18 | You are surrounded by a faint, ethereal music for the next minute.
19 | A glorious blaze flashes across your weapon, then vanishes. Immediately after, your weapon casts fireball as a 3rd-level spell, centered on yourself.
20 | Roll twice on this table, gaining both effects.
The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you're an elf, your blade could have a long and storied history. If you're not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you're worthy to wield it.
Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Two-Handed: This weapon requires two hands when you attack with it.
Proficiency: martial, double-bladed scimitar
Source: Eberron: Rising from the Last War p. 21,
Wayfinder's Guide to Eberron p. 74 |