This black iron blade embued with a dark power that is unsettling to the eye. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The weapon holds three charges of life steal which can be activated using a bonus action. On a successful hit the creature must succeed on a DC 15 Constitution saving throw or take 1d10+2 necrotic damage, the wielder receives temporary hit points equal to the damage rolled. The dagger regains one charge at the end of each long rest.
Curse. Once the dagger is attuned the wielder becomes infatuated with it and refuses to part with it at any price. In addition, at the beginning of each day, the wielder must succeed on a DC 13 Wisdom saving throw or expend all charges on the nearest creature.
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, Damage, Combat, Cursed, Finesse, Light, Thrown, Nick
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