This black leather bandolier houses a large chaos shard at the chest along with a smaller chaos shard at the hip. At any time, the attuned wielder of this item may drag their hand across one of these gems and conjure a small blade made of volatile energy, as if drawing a weapon. These conjured blades act as +1 daggers that deals Force damage. Upon impact, these energy daggers dissipate.
The Bandolier of Chaos Daggers holds (half of your character level, rounded up) charges, all of which recharge at dawn. As a bonus action, the wielder may spend one charge, causing the next dagger drawn to become imbued with some kind of bonus elemental damage, each element with it's own unique effects. The Bandolier's wielder may choose which dagger to pull, but may not pull the same kind of dagger twice in one day.
Blink Dagger: Deals an additional 1d6 Force damage. Additionally, you may choose to teleport to an available space within 5 ft. of where this dagger lands.
Booming Dagger: Deals and additional 1d6 Thunder damage. Additionally, the target must make a DC12 Strength saving throw. On a failure, the target is pushed 10 ft. away from you. If the target hits a wall or similar large obstruction while being pushed, they take an additional 1d6 Bludgeoning damage and are knocked prone.
Venomous Dagger: The target must make a DC12 Constitution saving throw. On a failure, the target takes an additional 1d12 Poison damage and is poisoned for 1 minute. An affected creature can repeat this save at the end of each turn.
Mindflaying Dagger: Deals an additional 1d6 Psychic damage. Additionally, the target must make a DC12 Constitution saving throw. On a failure, the target is stunned until the end of their next turn.
Frost Dagger: Deals an additional 1d8 Cold damage. Additionally, the target's speed is reduced by half (rounded down) until the start of your next turn.
Jolt Dagger: Deals an additional 1d8 Lightning damage. Additionally, the target can't take legendary actions or reactions until the start of it's next turn.
Acid Dagger: Deals an additional 2d4 Acid damage. Additionally, the creatures AC is reduced by 1d6-3 if it is wearing armor.
Vampiric Dagger: Deals an additional 1d8 Necrotic damage. Additionally, you gain temporary hit points equal to the necrotic damage dealt.
Blazing Dagger: Each creature in a 5-foot-radius sphere centered on the target must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Radiant Dagger: Deals an additional 1d8 Radiant damage. Additionally, the target must make a DC12 Constitution saving throw. On a failure, the target is blinded until the end of their next turn.
Proficiency with a Dart 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Finesse, Thrown, Vex
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