This thin, hollow mithril weapon is more syringe than dagger. Because of its unusual design, it cannot be thrown, but it is easily concealed.
When you hit a creature with this weapon, the target takes an extra 2d4 poison damage.
The dagger has 3 charges and regains 1d3 expended charges daily at dusk. When you hit a creature with the dagger, you can expend 1 charge to deal an additional 3d4 poison damage. The target must succeed on a DC 15 Constitution saving throw or be Poisoned until the end of its next turn. While Poisoned in this way, the target cannot speak or provide Verbal components of spells.
When the Assassin’s Needle is concealed on your person or among your possessions, other creatures have Disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks made to find it.
This weapon lacks the Thrown property.
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: Poison, Damage: Poison, Poisoned, rogue or a bard, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/3/2026 3:08:09 AM
|
4
|
0
|
--
|
Coming Soon
|
Comments