This dagger is seemingly normal in every way until the wielder enters combat, where upon the dagger takes an astral form, seeming to become a black stary like substance that looks incorporeal, but when held by the champion, and used to attack a creature it is solid. When attuned too and wielded by the champion of chaos the dagger gains the following effects.
- The Dagger is +5 and deal's chaos damage instead of piercing and deals an extra 2d10 of that same damage.
- It passes through both magical and none magical walls and objects when thrown, ignoring even full cover, spells like shield, the dagger is even able to hit creatures in the Astral Plane.
- It has a throwing range of 120, ignoring the normal long-range disadvantage.
- On a crit the target must make a Charisma saving throw equal to 23. On a fail the creature takes an extra 4d10 chaos damage, additionally if they fail by more than 4 they must roll on the Long-Term Madness chart.
- Gamble- When you land a critical hit using this dagger you can choose to gamble your crit, roll a D20, on a 1-10 the attack instead misses, but on a roll of 11-20 the crit deals 3 times the damage instead of double. You add nothing to this roll, if you have bardic inspiration you cannot add it to this role, you can not use the lucky feat or other abilities similar to remake this roll, you must take the roll you get.
- I'm Feelin Lucky- Before making your attack roll with this weapon you can declare that you are feelin lucky, for that attack and all attacks made with this weapon before the start of your next turn, you crit on a roll of 17-20. Alternatively if you roll a 1-3 they all count as if you had rolled a natural 1, and you will randomly switch places with one of your ally's within 300 feet.
- **** You in Every Timeline- When attacking with advantage the wielder of this dagger can instead treat the attack as 2 separate attacks instead of rolling with advantage. This must be declared before each attack.
- By the Grace of Bob- When using the attack action with this dagger, instead of attacking an enemy, the wielder of this dagger may attack on an ally within the range of the dagger. On a hit, roll the damage of the dagger, but instead of dealing damage it heals them. On a Crit the healing gains the extra damage as healing and they make a Con save of 23, if they succeed they gain one random beneficial effect. On a natural 1, your ally instead takes the damage instead of being healed. An ally can not allow this attack to hit them, no matter if they know the effects, they will try to not be hit as if being attacked by an enemy.
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: Bonus: Magic, Damage: Piercing, Champion of Chaos., Finesse, Light, Thrown, Nick
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/10/2023 8:28:59 AM
|
60
|
4
|
--
|
Coming Soon
|
|
|
11/2/2023 8:04:00 PM
|
61
|
1
|
--
|
Coming Soon
|
|
|
11/2/2023 9:00:46 PM
|
66
|
1
|
--
|
Coming Soon
|
|
|
5/28/2025 8:20:30 AM
|
66
|
3
|
--
|
Coming Soon
|
Comments