Base Class: Rogue
You've always had an interest in the arcane, but not in the casting of spells, but in the creation of magic items. Through extensive research, you learned how to make mundane daggers powerful and magical. You may serve as an assassin, a bounty hunter, or even a simple trick shot, but the arcane is no mystery to you.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain expertise in Arcana and Tinkers Tools.
Arcane Daggers
Starting at 3rd level, you gain 2 Arcane Daggers. You gain additional ones at 7th, 11th, and 15th level.
Daggers that are thrown automatically teleport back into their sheaths at the end of your turn, and once per day you can perform an Alternative Effect with your daggers.
Saving Throw DC is equal to (8 + Proficiency Bonus + Dexterity Modifier)
Acid Dagger
Acid Dagger: This dagger deals an additional 1d4 Acid damage, and when it's on your person, you gain the ability to melt any object that can fit in the palm of your hand that is worth less than 50gp.
Alternative Effect: When this dagger hits the target, roll a D4. On an odd number, the target's Armor Class takes a -1 reduction. On an even number, the target's Armor Class takes a -2 reduction, both for 1 minute.
Fire Dagger
This dagger deals an additional 1d4 Fire damage, and when it's on your person, you gain the ability to touch any flammable surface and start a fire on it.
Alternative Effect: The target erupts in flames, taking damage equal to half your Sneak Attack damage each round until they spend an action to quench the flames. Other creatures cannot quench the flames for them.
Force Dagger
This dagger deals an additional 1d4 Force damage, and when it's on your person, none of your equipment experiences wear and tear.
Alternative Effect: The target must make a Wisdom Saving Throw or be stunned until the end of your next turn.
Frost Dagger
This dagger deals an additional 1d4 Cold damage, and when it's on your person, wet, snowy, or frozen surfaces aren't counted as difficult terrains for you.
Alternative Effect: When this dagger strikes its target, it must make a Strength saving throw. On a failure, the target is unable to move for 1 minute but is still able to attack, or can spend an action to break free of the ice.
Lightning Dagger
This dagger deals an additional 1d4 Lightning damage, and when it's on your person, you can sense the weather for the following day.
Alternative Effect: When the dagger strikes its target, it must make a Strength Saving Throw or be pushed back 30 feet. In addition, the target's movement speed is halved for 1 minute and must make additional saving throws at the start of each of its next turns to end the effect.
Necrotic Dagger
This dagger deals an additional 1d4 Necrotic damage, and when it's on your person, you can hear all heartbeats within ten feet of you.
Alternative Effect: The target must make a Strength Saving Throw or be grappled by spectral hands that rise from the ground. When grappled this way, must repeat the Saving Throw for 1 minute until they succeed, or take damage equal to your level in this class each round.
Poison Dagger
Poison Dagger: This dagger deals an additional 1d4 Poison damage, and when it's on your person, you become immune to the poisoned condition.
Alternative Effect: When this dagger hits the target, the target is poisoned for 1 round, unless they are immune to the condition, and they must make a Constitution Saving Throw or gain vulnerability to all damage for the next attack that hits them.
Psychic Dagger
This dagger deals an additional 1d4 Psychic damage, and when it's on your person, you can touch a single person and learn the main emotion they are experiencing.
Alternative Effect: When the dagger hits the target, the target must make a Wisdom Saving Throw or become convinced that you are a trusted ally for one minute unless you or your companions act hostilely or deal damage to it.
Radiant Dagger
This dagger deals an additional 1d4 Radiant damage, and when it's on your person, you gain or extend your Darkvision an extra 10 feet.
Alternative Effect: When the dagger hits the target, everyone in a 5-foot radius must make a Constitution Saving Throw or be blinded for 1 minute, making additional saves at the end of each of their turns.
Thunder Dagger
This dagger deals an additional 1d4 Thunder damage, and when it's on your person, you can block out certain sounds to stop hearing them.
Alternative Effect: When the dagger hits the target, everyone in a 10 foot radius must make a Constitution Saving Throw or be knocked prone and deafened for 1 minute, repeating the Saving Throw at the end of each of their turns.
Superior Attacks
Once per Long Rest, you can apply the ability to ignore resistance to your daggers damage. This effect lasts for 1 minute and can only be applied to a single dagger.
Improved Crafting
At 13th level, your daggers now deal 2d6 damage instead of 1d4 damage.
Master Daggerslinger
Your ability to throw has been refined so much that at 17th level, whenever you roll with advantage, you score a critical on a 19 or 20.
Previous Versions
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3/8/2021 11:03:35 PM
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