This beautiful broad silver dagger has a translucent, glass-like core. As a reaction to being struck by an attack, a spell, or effect that deals Cold, Fire, Force, Lightning, Necrotic, Psychic, or Thunder you can brandish the dagger and gain resistance to the damage until the start of your next turn. The core emits a soft colored glow that corresponds to the to the element that it absorbed. It can absorb up to 20 points of damage. This ability cannot be used again until you have either expended the charge or it has dissipated. The charge will remain until you expend it or your next long rest. (Take note of the damage you would have otherwise received)
As an attack action you can choose to expend the charge within the dagger. Make either a melee weapon attack or a ranged weapon attack. For a ranged weapon attack: you may choose to either throw Aether Catcher like a normal dagger, or to shoot out the absorbed energies within in a concentrated mass. (The energy bullet has a Range of 20/60) If the attack hits the target roll for damage normally, if Aether Catcher is used for the attack, and then add the total amount of damage the dagger absorbed. (Up to 20 points)
Once the charge has been used or dissipated Aether Catcher can use it's absorption/resistance ability again.
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: Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Psychic, Resistance: Thunder, Finesse, Light, Thrown, Nick
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