This dagger has a mind of its own. It can move up to 60 feet through the air, changing direction whenever it feels like. One can control it, through force of will, but be warned, failed attempts could turn dangerous, as it has a mind of its own and a thirst for blood.
To control it, roll a Charisma check. What it does will be determined by the success of the roll
Natural 1: The dagger attacks the user. If the user is out of range, the dagger will attack a random living creature. If there is no living creature nearby, it will fly towards the nearest one.
1-5: The dagger attacks a random living creature within the area, but not the user. If there is no living creature nearby, it will fly towards the nearest one.
5-10: The dagger will do one action (fly or attack), but not the other
10-15: The dagger will follow all orders
15-20: The dagger has +2 to attack and damage
20-25: The dagger can attack two targets
Natural 20: Same as 20-25, and will respond as if it got a 15-20 on the next turn.
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: Finesse, Light, Thrown, Nick
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