Weapon (dagger), artifact (requires attunement)

A beautiful long glass dagger polished to a perfect finish, its modest guard and pommel appear more ceremonial than practical, with a large green gemstone inscribed with the name, as well as its title around the top of the hilt. This tool lightly hums to the touch as if singing. It transfers the following benefits to its chosen wielder whilst attuned.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Time's Tuning Fork. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Any unused rolls expire on the conclusion of a long rest.

Foresight. At the end of a long rest, you may look into the blade to gain foresight into a possible event in the coming day. You gain a +5 to all rolls to coerce the event to happen. You gain advantage on initiative rolls and cannot be surprised.

Could Have Been me. Once per dawn, you may switch places in initiative with another ally or enemy in combat after initiative is rolled but before any creature has taken its action. The switched initiative lasts for the duration of combat.

Divergent Reality. You have a pool of 20 charges you can use to cast the following spells at their base level without expending material components: Augury(3), Clairvoyance(4), Divination(10), Enhance Ability(3), Fortune's Favor(3), Mirror Image(4), Temporal Shunt(10). You regain 2d6+7 charges at the dawn of each day.

 Temporal Two-step. Upon being hit by an attack, or being forced to make a dexterity saving throw against a damaging effect. You may use your reaction to halve the damage dealt to you. Further, should the attack be a critical hit, it becomes a normal hit before the damage is halved.

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, Advantage: Initiative, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

KallmeKilo

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