Weapon (dagger), artifact (requires attunement by a requires attunement by anyone that isn't from the current domain and meets the wishes of the weapon)

The Shifting Knife is an artifact of unknown origin that can only be attuned if the character meets it's requirements.

Attunement of the World

Starting at 5th level, you have a +1 bonus to attack and damage rolls made with this magic weapon.

Sense Otherworldly Creature (2x/day): At 5th level and higher, you can detect any creature that is not of your current domain within 60 feet.

Planesight (2x/day): Starting at 6th level, two times per day on command, you can use see invisibility as the spell. The duration of each use is only 10 minutes.

Attunement of the Plane

Starting at 10th level, you have a +2 bonus to attack and damage rolls made with this magic weapon.

Planeslice (1x/day): At 10th level and higher, once per day on command you can use The Shifting Knife to cut a window in the fabric of reality that opens into an extradimensional space, as per the rope trick spell. Unlike rope trick, no rope dangles from the slash, but the opening is always visible to you. You can personally usher in other creatures. The aperture can be in any orientation, and those within the extradimensional space can do anything normally allowed by rope trick that does not require the associated rope.

Hide (1x/day):  Starting at 12th level, once per day on command, you can become imperceptible (cannot be seen and cannot be heard through normal means) to creatures not of this domain for 50 minutes.

Attunement of the Void

Starting at 15th level, you have a +3 bonus to attack and damage rolls made with this magic weapon.

Void Shift (3x/day): Beginning at 16th level, you can use The Shifting Knife to case Void Shift. Void Shift behaves like plane shift except that you can only move between your current location and The Void. From The Void, you can only shift back to a known destination on the Material Plane, or your most recent location if cast within one-hour.

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, requires attunement by anyone that isn't from the current domain and meets the wishes of the weapon, Finesse, Light, Thrown, Nick

Hammy

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