Weapon (dagger), rare (requires attunement)

Hit points lost to this weapon's damage can only be regained through a long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes slashing damage equal to this weapon's modifier. The creature can end this effect by making a DC 15 Constitution saving throw. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of the wound on a success.

This weapon changes it's modifier daily. After a long rest roll 1d4.

  1. Gain +1 to attack and damage rolls.
  2. Gain +2 to attack and damage rolls.
  3. Gain +3 to attack and damage rolls.
  4. You take 2d4 damage. This weapon gains no modifier today.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.

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: Damage: Slashing, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

StNik

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