Scimitar (+2)
D&D 5e · 2024·Weapons·Rare·No attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
65%
Expected damage / attack
5.7
Attack bonus
+7
Average normal hit: 8.5 · Average critical hit: 12 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Slashing
- Reach
- 5 ft.
- Magic attack bonus
- +2
- Weight
- 3 lb
- Attunement
- Not required
- Rarity
- Rare
- Price
- Not specified
Magic: The displayed normal-hit damage includes the magic bonus, before any applicable ability modifier.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Scimitar does
- Strength or Dexterity can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 1d6 +2 weapon damage averages 5.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Scimitar (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
Full item details & properties
Magic properties
- Activation
- Make attacks using this magic weapon.
- Consumable
- No
- Conditions & limits
- The displayed normal-hit damage includes the magic bonus, before any applicable ability modifier.
Weapon details
- Damage
- 1d6 + 2 slashing
- Weapon class
- Martial Melee
Properties
Finesse
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Weapon mastery
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.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Scimitar (+3)6.83 expected damage / attack70% hit chance1d6 +3 slashing · +3 magic attack · 5 ft. reachNot specified · 3 lbSame base weapon; compare its bonuses and rarity
Whip (+2)5 expected damage / attack65% hit chance1d4 +2 slashing · +2 magic attack · 10 ft. reachNot specified · 3 lbBoth use Finesse; compare reach and damage
Rapier (+2)6.4 expected damage / attack65% hit chance1d8 +2 piercing · +2 magic attack · 5 ft. reachNot specified · 2 lbBoth use Finesse; compare reach and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Scimitar FAQ
Does Scimitar require attunement?
No. This entry does not require attunement; follow its activation and use rules.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.