Weapon (dagger), legendary (requires attunement by a Rogue Class or Multiclass of at least 1 level)

Damage: 1d4 piercing
Properties: Finesse, Light, Thrown (range 20/60)
Bonus: You reduce incoming damage from spells by [roll]2d4[/roll]

Special Ability — Edge of Madness:
Once per round or when Critical Hit, when you hit a creature with Wit's End, they make a Wisdom saving throw to calculate how much they suffer from additional psychic damage.

The psychic damage dealt equals the absolute value of the difference between (8 + your Intelligence modifier) and the result of the creature's Wisdom saving throw.
In formula:

 

Additional Damage = |(8 + wielder's Intelligence modifier) - target's Wisdom saving throw result|

  • If the creature succeeds on the Wisdom save, it still takes half the additional psychic damage (rounded down).

  • The further away from the DC, the more damage is dealt.

You can use this 3 times per long rest.

Shatter the Mind:
If the additional psychic damage exceeds 10 in a single hit, the creature is stunned and must make a Wisdom Saving Throw at the beginning of their next turn or lose that turn.

Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

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.

Notes: Resistance: Damage from Spells, Stunned, Rogue Class or Multiclass of at least 1 level, Finesse, Light, Thrown, Nick

Admiral_Penguin

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