The guard sputters, breathes his last, and falls to the floor. Behind you, a trail of other guardsmen who have met the same fate.
A 2 foot-long metal wire with wooden handles on each end.
You make an Athletics or an Acrobatics check, and the target makes a Perception check. If you fail, the target notices you and the attack fails. If you succeed, you have strung your cord around your target's neck, and they are Grappled and cannot make any attacks or cast any spells until the attack ends. The target takes 1d6+STR. If anything happens that would end the Grappled condition between turns, the attack is over. If still Grappled by the target's turn, the target makes a -3 STR check and you make a +3 STR check. If you fail, the target breaks free, and the attack is over. If you succeed, the target remains in your grasp. On your next turn, the target takes 1d8+STR damage. On the target's next turn, the target makes a -4 STR check and you make a +3 STR check. From there, it goes as follows until the target dies or Grapple is interrupted:
Your turn: 1d10+STR Damage
Target's turn: -5 CON check vs. +3 STR check (Note: CON check for the target, because at this point it's more in question if they can remain conscious, and hope that the attacker's strength gives out).
Your turn: STR check against a d12 (to see if you've gotten tired, failure ends attack), 1d12+STR Damage
Target's turn: -6 CON check v. +3 STR check
Your turn: STR check against a d20, 1d20+STR Damage
Continue with -6 CON check vs. +6 STR check, STR check against a d20, and 1d20+STR damage until the character fails, or the target dies.
Can only be used:
1) By a character who has passed a stealth check and is currently undetected, or invisible.
2) When flanking an enemy.
3) On a character you can Grapple.
AND
4) On characters that are not wearing armor that protects the neck (such as a full suit of armor, or a mail coif).
Additionally, any extra action or attack a character might have (such as the Rogue's Sneak Attack) cannot be used with this weapon equipped.
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: Grappled, Finesse, Light, Thrown, Nick
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