This clockwork snake is coiled at the bottom in a "t" shape and sharpened along both sides of its extended body where the blade of a dagger might be. Its tongue is outstretched at the tip, and sharpened to a fine point. The point glistens with the glint of a mild poison.
On successful attack hit, target must succeed a DC 10 CON saving throw or take an additional 2d4 poison damage, and become poisoned for 1 minute. The dagger makes an audible hissing sound, as it draws more venom to the tip of its tongue.
You can use an action to speak this dagger's command word and throw the staff on the ground within 10 feet of you. The staff becomes a poisonous snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't poisoned. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its dagger form. The weapon then shatters and is destroyed. If the snake reverts to dagger form before losing all its hit points, it regains all of them, and may not be transformed again until a short or long rest.
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: Artificers may use this weapon without attunement, Summoning, Control, Finesse, Light, Thrown, Nick
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