Weapon (dagger), legendary (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon is treated as a dagger for the purposes of proficiency. 

The Anima Needle has 3 charges which recharge at dawn.

After you hit with the Anima Needle you can choose to spend a charge and embedded the needle into the target's soul as a free action. Creatures without a soul are unaffected and the charge is not spent.

While the needle is embedded in a creature, that creatures has the following effects.

  • The affected creature is under the effect of Protection from Evil and Good.
  • The affected creature cannot become ethereal or travel to the astral plane.
  • The affected creature has advantage on saves against Banishment or any similar affect that would cause them to travel to another plane against their will.
  • If the affected creature is possessed, at the start of their turn, they must make a DC 19 Wisdom saving throw or be stunned for one round.
  • The affected creature can take an action and make a DC 19 Wisdom saving throw to remove the needle.
  • At the end of the affected creature's turn, they take 1d4 points of psychic damage.

If you are within reach of a creature that has the needled embedded in it you can use your action to try to remove the needle. If the creature is not possessed the needle is removed effortlessly. If possessed the creature makes a new saving throw to remove the possession at the original DC, if no DC is listed then the creature can make a DC 19 Wisdom saving throw to end the effect. If they successfully make the saving throw the needle is removed with some effort, you are aware the possession has been broken. However, if they fail the saving throw you are aware that the creature is still possessed and can choose whether or not to remove the needle.

Any other creatures trying to remove the needle needs to take an action and make a DC 19 Wisdom check to succeed. This will still give the affected creature a new save on possession effects as listed above.

*Any creature that is either dominated, possessed or has any other entities or soul in its body is considered possessed for the purposes of this 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: Bonus: Magic, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

Galvator

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