Consummate Pair (5e Equipment)
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Weapon (scimitar), legendary (requires attunement by a creature with a Strength or Dexterity score of 18 or higher)
Created using the remains of a hunted Savage Deviljho, this pair of terrifying scimitars emanates a foul aura that imitates the hunger the Deviljho held in life.
The Consummate Pair is a pair of magic scimitars that grants a +3 bonus to attack and damage rolls made with it so long as you are wielding both at once. When wielding only one of the Consummate Pair, the weapon acts as a normal scimitar.
Thirsting Devils. As you wield these blades, you feel the hunger of Deviljho calling out to you. For every three successful hits against one or more creatures, the scimitars are wreathed in crimson shadows. The next time you hit a creature with the scimitars, the target takes an additional 2d4 necrotic damage for each blade, and you regain hit points equal to half the amount of necrotic damage dealt.
Demon Mode. Whenever you make an attack with this weapon during your turn, you add a charge to the scimitars on successful hits against one or more creatures. You can keep adding charges to the Consummate Pair, up to a maximum of 8 charges. As a bonus action on your turn, you can expend 8 charges and activate the Demon Mode, engulfing yourself in an aura of deep crimson blood emanating from the scimitars. While in Demon Mode you cannot add charges to the Consummate Pair. For an amount of rounds equal to your Proficiency Bonus you gain the following benefits:
- +2 to Armor Class
- Your attacks deal an extra 1d6 necrotic damage
- Your attacks do not provoke Attacks of Opportunity for the duration
Archdemon Mode. Once a day, after 10 successful hits against one or more creatures while in Demon Mode you enter Archdemon Mode which greatly increases your presence on the battlefield. As an action, you may target any number of creatures that you can see in a 30ft cone and deal a full round of attacks against them as you dash between foes, resembling only a crimson tide with each of your movements. After this effect has ended you suffer from 1 level of exhaustion for 1 minute. You regain use of this property daily at dawn.
Dodging Strike. Twice a day, you may activate Dodge as a reaction which you take when an enemy makes an attack against you, moving 15 feet to any unoccupied space. You take damage as normal if the enemy was successful on a hit. In addition, while using this property, you may make attack using an item that has the thrown property against any creature you can see within 30 feet of you. You regain use of this property daily at dawn.
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