Weapon (dagger), artifact (requires attunement by a Family lineage)

This ancient dagger appears to be unbalanced and unlike other legendary returning weapons seems this seems to affect function. You gain a +1 bonus to attack and damage rolls made with this magic weapon. It has a thrown property with a normal range of 40 feet and a long range of 80 feet. Immediately after the attack, the weapon flies back to your hand however when it returns it has to be caught due to its unbalanced nature make a Dex saving throw with the DC determined by damage dealt on the original attack.

If another creature is between you and the dagger as it returns it will not stop and will instead just go through that creature, if this is the case that creature will make a Dex saving throw to determine if it hits on the way past. After this attack the weapon has a chance to lose momentum and land before reaching its owner this is determined by a strength check, to determine the DC take the max base damage of the weapon (5) and then just multiply it per creature hit. This means the DC increases if the weapon hits more targets, for example, if it just hit the original target plus another on the way back then the DC would be 5 (Base Damage) x 2 (Amount of creatures hit) = DC 10. The weapon gets inherits the modifiers of its owner for its ability check (Prof + STR mod).

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, Family lineage, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

SquadDiplodocus

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