Beginning when you choose the Mord Sith subclass at 3rd level, you are given the same agiel that was used to torture you, your mother, and finally your father; the weapon of the Mord Sith. A leather baton no larger than a dagger, the weapon looks nearly harmless, but causes severe pain to any who touch it.
A simple, light melee weapon with the finesse property, the agiel deals 1d4 bludgeoning damage. Once per round when you hit with an agiel, you may inflict necrotic damage equal to your proficiency modifier on yourself in order to deal 1d10 bonus necrotic damage. A successful Constitution saving throw vs. the agiel DC reduces this necrotic damage by half.
Your agiel's necrotic damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Agiel DC = 8 + Proficiency bonus + Charisma modifier.
If a creature other than you holds your agiel, it must succeed on a Constitution saving throw vs. your agiel DC at the beginning of its turn or it spends a hit die, losing hit points equal to the total rolled. If a creature runs out of hit dice this way or has none to spend, they drop the agiel and suffer it's necrotic damage with no save allowed.
Proficiency with a Club 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.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage: Necrotic, Weapon Property: Finesse, rouge of the Mord-Sith subclass, Light, Slow
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