This weapon is a magic dagger disguised as a sewing needle, a thin layer of adamantine has been infused into the surface of each. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle. There is what appears to be a blood red ruby set in the pommel of the dagger, and in the eye of the sewing needle.
You gain a +2 bonus to attack and damage rolls made with the dagger. Anytime a creature is slain with Needle, you gain 20 temporary hit points. The dagger inflicts critical damage on a natural 19 or 20. On a critical hit Needle does an additional 3d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you either regain hit points or charge Needle equal to that amount. Needle can store up to 50 points of necrotic damage. As an action, you can touch a creature with Needle and withdraw charges from Needle to restore hit points to that creature, up to the maximum amount remaining in Needle.
Hit point reductions lasts until the target finishes a long rest. The target immediately dies if the necrotic damage reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under your control.
While holding it, you can use an action to cast the mending cantrip from it.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Finesse, Light, Thrown
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: Needle requires attunement. , Finesse, Light, Thrown, Nick
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