Weapon (dagger), legendary (requires attunement by a by a Monk, requiring 8 hours of sparring with a brother)

Specially crafted as a thank you for saving the life of a child of a smith, these paired sai provide Raphael a distinct advantage on the battlefield.

When making an Attack with these weapons, the user has +4 to hit, reach 5 ft. 

The three-pronged daggers deal (2d4 + 2) and (1d6 + 4) Piercing damage.

Attunement allows the wielder the additional mastery property Parry and exclusive mastery property Disarm.

ParryWhen an enemy makes a successful Weapon Attack, you can use your Reaction to attempt to parry the attack. Contest the Attack Roll (including modifiers) with a DEX Saving Throw. On a failure, the attack lands. On a success against a Ranged Weapon, the projectile is deflected in a harmless direction.

On a success against a Melee Weapon, the weapons bind together and the attacker's turn ends, unless it's to resolve the bind. To resolve the bind, if they're able, the attacker can use either an Action with Disadvantage to attempt another Attack, or use a Bonus Action to release the weapon. Their turn ends and the use of an Action (by anyone) in a future turn will be needed to collect the weapon. At the top of the player's next turn, they may use a Free Action to release the weapon, or use the Disarm property.

If, after a failed Parry attempt, you have a weapon that isn't bound, you may can one Force point to attempt to Parry one additional attack until your next turn.

Disarm. If a sai and an enemy's weapon are bound at the top of your next turn, you can use a Free Action per sai to perform a contested Strength (Athletics) check. If only one sai is bound, you can add the second for Advantage on the roll. On a failure, the enemy breaks the bind with no ill effect. On a success, the enemy loses their grip on the weapon and it falls to the ground next to the combatants, unable to be used until an Action is spent to collect the weapon.

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: Damage: Piercing, Damage: Piercing, Bonus: Melee Attacks, Damage:Piercing,Finesse,Melee,Nick,Parry,Disarm, by a Monk, requiring 8 hours of sparring with a brother, Finesse, Light, Thrown, Nick

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