(My adaptation of the ElderScrolls Mehrune's Razor)
This +4 dagger was once wielded by the Ruler of Avernus. This dagger was send to the mortal world as a way to bring more servants to bolster their demonic army. This dagger wields great boons and a terrible curse. To anyone's eyes and senses, regardless on feats, skills, or class, it seems like a powerfully enchanted dagger. Any hit with this dagger causes any wound to bleed more than usual. On each hit, roll 1d100, on an 85 or higher, any creature is killed instantly and their soul sent straight into the depth's of Avernus. On a sneak attack, the base damage gains an additional 2d6 of damage and the d100 reduces to 75 or higher.
This item bears the Curse of the Pull of Avernus. This curse can only be removed after the party discards the item and one month has passed. Once every 2 days, whomever carries this weapon, equipped or not, must make a fortitude saving throw of 15 without advantage or bonuses, only a single d20. On a pass, nothing happens and the character is none the wiser. If they have any stage of the curse, the curse level remains the same. On the first fail, the character feels the Pull of Avernus on their soul, hearing the occasional whisper, and is more willing to engage is combat.
On the second fail, the whisper is more frequent and the player feels a sense of familiarity with the voice, becoming more slightly more impulsive and eager for engage in combat situations. The player often opts to fight with Zariel's Dagger than any other weapon, regardless of proficiency and no longer wants to part with the blade.
On the third fail, the character has a strong personality flip, hears the voice regularly and recognizes it as a friend. Zariel's Razor can no longer be unequipped from the player. On the fourth and final fail, the character is dragged into the pits of Avernus, to the Throne of the Lord of Avernus. The character willingly becomes the Overlord's messenger of death and forfeit's their soul, becoming a pit fiend of varying strength depending on the amount of souls sent to the underworld and how many kills the player gave the dagger. The dagger immediately returns to the world of the living for another adventurer to stumble upon.
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: Damage: Melee Weapon Attacks, character who chooses to wield the cursed dagger. See description for full details, Finesse, Light, Thrown, Nick
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