This simple and unassuming dagger reveals it's secrets only to those who follow the path of a rogue.
Cannot be fully identified in any way other than being attuned to by a rogue. It can still be identified as something magical, but all other details are shrouded from attempts to identify it.
- Functions as a set of Thieves' tools as a portion of the blade's center detaches and morphs into whatever small tool the rogue may need.
- Grants +1d6 to sneak attack damage as the dagger extends it's length slightly when user desires a powerful strike.
- When thrown the dagger returns to the hand of the user at the start of his/her next turn.
- A slot revealed by unscrewing the pommel allows for one vial of poison or other liquids to be placed inside and as a bonus action the rogue can coat the blade with the substance inside for twice the number of times the vial would normally allow before being used up.
-A small coin sized slot in the guard allows for up to 100 coins to be stored inside. Coins may only be removed by the user who has attuned to the dagger.
Attacks made with this weapon have +1 attack and +1 damage.
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: Bonus: Magic, Rogue, Utility, Combat, Deception, Finesse, Light, Thrown, Nick
Comments