Weapon (dagger), common

Type: Melee / Piercing
Rarity: Common Maintenance Tool
Damage: [roll]1d4+1[/roll] piercing
Range: Melee
Durability: 40/40
Special Requirement: One free hand

A flathead screwdriver with a scuffed amber handle and a steel shaft that has survived years of being used incorrectly. The tip is chipped. The grip is greasy. Someone has scratched “RETURN TO MAINTENANCE” into the handle.

Maintenance is dead. Finders keepers.

SPECIAL ABILITY — WARRANTY VOID
Once per encounter, target an exposed joint, hinge, or mechanical fitting. On a successful hit, deal normal damage and give the target −2 to its next attack before your next turn. Requires a visible, reachable fitting; creatures without one are unaffected.

PASSIVE — SOME ASSEMBLY REQUIRED
Gain +2 to checks made to remove screws, open maintenance panels, or loosen accessible fittings. Does not bypass locks or disable traps automatically. You still have to identify which part explodes.

LIMITATION — WRONG TOOL, RIGHT ATTITUDE
Using the screwdriver to pry a heavy object or force a sealed door costs 5 durability per attempt, whether you succeed or fail.

SYSTEM NOTE:
Congratulations. You’re armed with a screwdriver. Most people need several bad decisions to end up here. You managed it during character creation.

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

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2026 3:40:39 PM
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0
1
Coming Soon
NazgulDigHole

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