You have a +1 bonus to attack and damage rolls made with this magic weapon. The amount of charges the Time Dagger has is equal to the proficiency bonus of the person who is attuned to it. It regains all charges on a Long Rest. When the attuned wielder hits a creature, the wielder can choose to expend one charge to use the blade’s magic. The creature that was hit must succeed on a Wisdom Saving Throw whose DC = 10 + the user's proficiency bonus or be sent into the future, disappearing from the present. They disappear from the material plane until the end of the user’s next turn. The creature completely disappears, not knowing about anything that happens in this time period. It is not sent to a different plane, it is sent into the future. Although slightly confused, it goes back to normal after it comes back. If the creature succeeds on the saving throw, no charges are expended.
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, Banishment, Combat, Finesse, Light, Thrown, Nick
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