Weapon (dagger), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

A viscous, clear poison drips from the tip of this jagged, toothlike dagger. When thrown, a thin nearly invisible line extends from wielder's hand to the pommel of the weapon. After impact, the wielder can retrieve the dagger by pulling on the line as part of the attack action.  Though thin, the line is very strong and can hold up to 200 lbs.  If this limit is exceeded, the line will snap and can only be repaired by being placed in total darkness for one full day.  A creature struck by the dagger must succeed on a DC 14 Constitution saving throw or begin bleeding uncontrollably, taking 2d6 poison damage at the beginning of it's turn for 10 minutes. A bleeding creature may take an action to bandage the wound to staunch the flow of blood and end the effect, otherwise they must make an additional DC 14 Constitution saving throw at the beginning of each of it's turns.  Success does not end the bleeding effect but does negate the damage for that round.  Creature's that do not bleed are immune to the bleeding effect. 

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: Poison, Bonus: Magic, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

R2Dead2

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