A Th'riss & Z'nar Steamcasters Custom Creation!
This magical dagger and its sheath are fashioned from an electrum-mithral composite, steamcast and traced with veins of ivory from the last tusk of Nunis of Crash Šaḫātušinnu. The handle, burnished mushroomstalk with strips of the same ivory, has 10 small enchanted green grossular garnets.
These garnets are only partially enchanted. The root glyphs of enchantment are etched into them, which makes them very versatile for taking on magical properties.
When a spell of 1st level or higher is channeled into the handle, it will hold the energy and exhibit a magical property based on the spell. This does not have to be cast by the wielder. The DM has a great deal of latitude in the interpretation of the temporary enchantment, but examples include:
Zephyr Strike: 1 "Hasted" attack per round or an additional 1d4 force damage.
Guiding Bolt: Ability to launch 1d4 Radiant damage daggers of light out of the dagger or blasting a base level Word of Radiance on hit, using the caster's spell save.
Mind Spike: Blade disappears, but does 1d4 psychic damage or the next creature hit is unable to hide from the wielder until the effect ends.
Misty Step: The blade teleports back into the wielder's hand after each throw or doubles all of its ranges (5ft reach to 10ft reach, 20ft short to 40ft short, 60 long to 120 long) as it phases to reach intended targets.
Fireball: Ignites the blade with the Flametongue enchantment or anyone that hits you with a melee attack or grapples you takes 1d6 fire damage.
Vampiric Touch: Turns the blade into shadow, making it 2d6 necrotic damage or deal 1d6 bonus necrotic damage on hit, and you regain hit points equal to the amount of this necrotic damage dealt.
This dagger has 10 charges, representing the number of rounds of enchantment it can safely exert per day. All temporary enchantment durations charge up 1d4+spell level rounds, counting the wielder's next (or current, if they are casting the spell) turn as the first round.
This dagger regains 1d6+4 charges at dawn.
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, Combat, Finesse, Light, Thrown, Nick
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