Weapon (dagger), rare (requires attunement)

A light weight spike or blade made of steel designed to fit over the damaged end of a tiefling tail. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. While equipped with this magic weapon, you can take a Bonus Action and use a command word to cause thick, bubbling acid to coat the damage-dealing part of the weapon. While the weapon is coated, it deals an extra 2d6 acid damage on a hit. The acid last until you take a Bonus Action to issue the command again.

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: Slashing, Weapon Property: Finesse, Weapon Property: Light, Damage: Piercing, Ignore Weapon Property: Thrown, Damage: Acid, Is a prosthetic., Finesse, Light, Thrown, Nick

KingofBear1

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