The Aquamarine Dagger is a Dagger of Elemental Power and a Relic from the age when the world was still forming and ruled by elemental lords of great power.
While wielding this dagger, you have Advantage on Attack rolls against creatures from the elemental plane of water, and they have Disadvantage on Attack Rolls against you.
Attuned Properties: Once you are attuned to this weapon, you have access to properties listed below.
The Dagger holds 6 charges and regains 1d4 + 2 expended charges daily at dawn. Spells cast from the dagger have a save DC of 17.
Water Affinity: You can also speak and understand Aquan, the language of creatures from the elemental plane of water, and you recognize creatures from the elemental plane of water.
Water Dominance: You can expend 2 of the ring's charges to cast dominate monster on creatures from the elemental plane of water.
- You can cast the following spells from the dagger by expending the necessary number of charges: Shape Water (0 charges), create or destroy water (1 charge), control water (3 charges), Water Walk (3 charges), Water Breathing, or wall of ice (6 charges).
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: Set: Innate Speed (Swimming), I can Breathe Underwater, humanoid creature who meditates with the dagger in a tidal pool for one hour., Control, Buff, Movement, Jewelry, Finesse, Light, Thrown, Nick
Previous Versions
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