An awkward looking dagger as the hilt is slightly longer than that of a normal dagger. It does not have a pommel as it appears to have been broken off of a larger weapon. If the wielder can bleed, the weapon leaves them feeling a sort of emptiness, as if something is missing.
As part of the action to unsheathe this weapon, the wielder may slash themself, dealing 2d6 damage. This damage cannot be reduced in any way and requires the wielder to be able to bleed. If the wielder cannot bleed, it simply acts as a normal dagger. Should the wielder bleed, their blood will be drawn from the wound and run along the edge of the dagger to form a longer Blooded Blade.This form of the weapon is versatile, dealing 2d4 slashing damage while one-handed and 3d4 while two-handed.
Alternatively, the wielder may instead slash at any creature that bleeds with the base form. The affected creature, should it bleed, will take the normal damage of the dagger, but must make a DC 12 CON saving throw. On a successful save, they are unaffected, but on a failed save, the creature takes an additional 1d6 damage as blood rushes from them to the dagger, forming the Blooded Blade.
The Blooded Blade lasts for a number of rounds equal to the damage dealt upon activation, and it can be deactivated with a bonus action. After deactivation, the wielder must make a DC 12 CON saving throw. On a successful save, the blade returns to normal, but on a failed save, the blade grows thirstier. At the end of each turn, the wielder takes 1d6 damage as their blood is siphoned onto the blade. The wielder feels compelled to feed the blade, therefore cannot let go willingly. At the beginning of their turn, the wielder makes the saving throw again. Should the wielder be reduced to 0 hp while being drained, the blade will continue dealing damage each round, but this will not result in a failed death saving throw.
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: Finesse, Light, Thrown, Nick
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
5/22/2021 4:46:15 AM
|
5
|
1
|
--
|
Coming Soon
|
Comments