This +2 dagger drips acid.
Upon attunment gain the following:
Add extra d4 acid damage to any hit.
Decrease any acid damage taken by your PB.
Upon a critical melee hit, not ranged, the dagger sends acid into the eyes of the attacker. It makes a Con save DC based on ability used to attack. On a fail it becomes blinded until end of your next turn.
As a reaction if you see an enemy become bloodied, you can instantly teleport up to 30' to within 5' and take a melee attack with dagger to that enemy. This attack is at advantage due to surprise factor. You can do this a number of times equal to your Int modifier/long rest.
1/day as a magic action you can milk the dagger to create a small vial of acid or destroy a small non-magical item like a lock, a ledger, a piece of jewelry, corrode a small piece of metal.
As a bonus action 1/combat you may expel a stream of acid from the dagger if you scored a melee hit this round with the dagger. The acid is 5'W x 15'L. Enemy makes a Dex save DC based on ability mod used to attack. Damage is d6 x PB save for half. Dex save is at disadvantage if enemy is blinded.
Curse-DO NOT REVEAL WHEN IDENTIFIED. Curse takes place when attuned. Dagger grafts itself to hand and can't be removed/thrown. Your hand can be used as normal but it will not accept any other weapons. While not in combat your hand appears normal. A 7th level remove curse, followed by 7th level dispel magic or a Wish will remove dagger and restore hand.
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: Acid, Finesse, Light, Thrown, Nick
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