A bestial character capable of choosing two daggers as starting equipment may swap them for two sets of claws.
Claws are simple natural weapons that do not need to be equipped, drawn or stowed, instead one set of claws is usable for each free hand. Claws cannot be thrown, and cannot be disarmed except by specialised means (e.g- trimming or binding). If a set of claws is damaged it will take up to 14 days to regrow to a usable length.
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: Ignore Weapon Property: Thrown, Replace Damage Type: Slashing, Natural Weapon: Slashing, Cannot be disarmed, Damage, Combat, Finesse, Light, Thrown, Nick
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Posted Feb 25, 2022NOTE: Although these are classified as a magical weapon (because we can't create basic ones), these are intended to be treated as non-magical.
It's basically just intended to let any character who can take a pair of daggers, instead choose to take claws as a character trait.