Weapon (dagger), very rare (requires attunement)

This slender, rune-etched blade shifts its power based on danger and circumstance. Whether in the shadows, outnumbered, or outmaneuvered, it adapts to ensure its wielder strikes true.

You gain a +1 bonus to attack and damage rolls with this dagger. The dagger changes depending on the flow of battle. The following effects can be active if their conditions are met:

  1. Darkness: The dagger shines bright light in a 20-foot radius and dim light for another 20 feet. Your attacks deal an extra +5 radiant damage.

  2. Outnumbered: If 4 or more enemies are within 10 feet of you, your AC increases by +2.

  3. First Blood: If you damage a creature before it damages you during combat, all your attacks against that creature deal an extra 1d4 damage until the end of your next turn.

  4. Calculated Retaliation: If two attacks miss you consecutively (from any creatures), your next attack is made with advantage, and your critical hit range expands to 18–20 for that attack only.

The blade feels alive, flickering between radiant brilliance, shadowy swiftness, and tactical cunning. In your hand, it always seems a step ahead of the fight.

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, Control, Buff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Control Buff Combat

FeVolmir

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