The flame tongue is a D&D classic. A sword that bursts into flame upon command, what’s not to love? For all of its strengths, it’s not exactly a subtle weapon. What’s a good company rogue to do? Now, a sword willing to pass the buck for you? That’s more like it.
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing faint purple light to lime the blade. This purple light provides bright light in a 40-foot radius and dim light for an additional 40 feet for the wielder, and only the wielder. While the sword is lit, creatures hit either suffer 2d6 psychic damage or must make a Charisma saving throw with a DC of 15, or 8 + your proficiency bonus + your Charisma modifier, whichever is higher. This is chosen when the sword is activated for the first time each day, resetting at midnight. If the creature fails the saving throw, it is charmed to you for one minute, and wants nothing more than to convince everyone of your innocence in all matters. This lasts for 1 hour, and only one creature may be charmed at a time. If the creature or the creature’s allies are threatened or injured by the wield or allies of the wielder, the creature immediately receives a new saving throw. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Doing so causes any charmed creatures to immediately stop being charmed.