Weapon (dagger), artifact (requires attunement)

This daggers pommel is decorated with ornate platinum, and its blade curves like a wirlwind. Three diamonds are placed into it; one in the blade, one in the guard, and one at the end of the pommel. Windswift was once created by a long forgotten archmage who used it to drap a djinni in it named Jharon. The power of Jharon's magic made the dager a reliable weapon, and the djinni also have the power to commuicate with its owner.

Windswift functions as a dagger +3, and deals an extra 1d6 lightning damage on a hit. Additionally, while the dagger is drawn, you can use a bonus action to activate one of the following properties:

  • Cause the three diamonds to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
  • Cast levitate targeting ourself from the dagger.
  • Toss the dagger into the air and make it and cuase it start hovering, functioning like a dancing sword for 1 minute. While the dagger is hovering in this way, other properties can't be used until it stops. Once this property is used, it can't be used again until the next dawn.
  • Cast dominate monster (DC 15) targeting an air elemental from the dagger. Once this property is used, it can't be used again until the next dawn.

Create Whirlwind. As an action, you cause a 5-foot radius, 30 foot tall cylinder of swirling air to appear on a point within 60 feet of you that you can see. The whirlwind lasts as long as long as you can maintain concentration (as if concentrating on a spell). Any creature that enters the whirlwind must succeed on a DC 16 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. It ends if you loose sight of it. A creature can use its action to free a restrained creature in the whirlwind, including itself, by succeeding on a DC 16 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Once this property is used, it can't be used again until the next dawn.

Sentience. Windswift has the essance of a djinni named Jhoran in it. The djinni is chaotic good and has an Intelligence of 15, a Wisdom of 16, and a Charisma of 20. He has hearing and darkvision out to a range of 120 feet. Jhoran can speak, read, and understand Common and Auran, and can communicate with his wielder telepathically. His voice is strong but airy. 

Personality. Jhoran speaks often, and gives long complicated answers when asked something. He is prone to humor and often makes quite brutal jokes in the wrong situations. When asked what he wants, he indicates he just wants to "have as much fun as a talking dagger can". He has long given up to escape his prison, and is quite fond of serving good individuals. Although Jhoran is kind at heart, he can't bear evil-aligned creatures, and tries to escape them if he can.

Destroying the Dagger. Windswift is indestructable, except for when targeted by a disintegrate spell or a wish spell. If it is destroyed, Jhoran the djinni is released, but after his imprisonment, he suffers from 2 levels of exhaustion. If the wielder is good-aligned, Jhoran helps them out for 1d4 days, and then casts plane shift to return to his native plane.

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: Melee Weapon Attack: Lightning, Damage, Utility, Combat, Container, Sentient, Finesse, Light, Thrown, Nick

Item Tags: Damage Utility Combat Container Sentient

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