These fine-pointed daggers are exquisitely balanced for throwing. They have the intriguing property of being able to bind a creature in place by locking them to their own shadows. The dagger will not work in full darkness, and if used outdoors, the movement of the sun and the resulting movement of shadows puts a time limit on how long a creature can be immobilized. Indoors, the limit is how long the right lighting conditions can be maintained.
In ordinary combat Throwing Daggers of Shadow Pinning behave like any typical Dagger +1, but when thrown with intent to pin, they're aimed not at the intended target, but rather at their shadow instead. The attacker makes an ordinary attack roll. If it's successful, the victim must make an agility check with disadvantage or find themselves pinned to the spot they stand on, unable to move until the dagger is removed from their shadow, they make a successful strength saving throw, or a bright enough light source is employed to move the victim's shadow off of the dagger's resting place.
There is no special magical protection placed on the dagger warding it from its victim removing the blade. To truly trap a character, pinning them at the far end of a long shadow works best, else they may be able to just reach down and remove the blade, freeing themselves (and probably keeping the dagger for their trouble!)
Widely employed by assassins, these daggers have rarely also been found in the hands of fortunate guardsmen who put them to good effect in keeping troublemakers from getting away.
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: Movement, Combat, Finesse, Light, Thrown, Nick
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