Weapon (dagger), rare (requires attunement by a by a rogue, monk, druid, sorcerer, or warlock)

During the war with the titans, Raken, the god of storms, created three weapons, Raken's Speed, Raken's Fury, and Raken's Discipline, each bigger and more powerful than the last.

The first was Raken's Speed. An experiment, Raken first crafted something small. A dagger with a blade of electricity, to smite his foes with the power of lightning and a hilt of silver cloud, to call upon the storm. Finally, he crafted three jewels to hold portions of his speed. With one, he imbued the power of quickened strikes, another with a hastened foot, and to the final with the power to travel long distances within the blink of an eye.

Raken bestowed this dagger to his greatest assassin, who killed under the cover of thunder and with the speed of lightning.

Upon the end of the war, the dagger, along with the other two weapons of Raken's power, was said to have been broken into pieces and scattered, now lost. If a weapon is made whole once more, its wielder will surely become one with the storm.

 

This dagger has been corrupted by demonic powers. The fiendish and holy energy clashes, fighting for dominion over the dagger. The once-blue gem in its hilt is now a deep purple, with faint streaks of lightning flashing through it rapidly. Touching the gem gives you a harmless schock.

 

Quickened Strikes. When you take the attack action using this weapon, you may make two separate attacks. If you make take the attack action with this weapon, you may also use your bonus action to make an additional two attacks.

 

Chaotic Corruption.

When you make an attack with this dagger, if you get a natural 20 to hit, roll [roll]1d6[/roll] on the following table for the additional effect.

1. Nothing happens.

2. Nothing happens.

3. The creature takes 1 point of Force Damage.

4. The creature you have attacked loses its multiattack (if it has one.)

5. The target takes an additional [roll]1d4[/roll] Force Damage.

6. The target takes an additional [roll]1d6[/roll] Lightning Damage.

 

When you make an attack with this dagger, if you get a natural 1 to hit, roll [roll]1d6[/roll] on the following table for the additional effect.

1. Both you and the target take [roll]1d6[/roll] Lighting Damage.

2. The dagger becomes stuck inside the creature. You must make a successful (DC 14) Strength check to pull it free as a free action. If the first check is failed, each additional attempt will require a bonus action.

3. The dagger seems to fade from reality as it disappears from you hand and reappears 5 feet behind you on the ground.

4.The creature you have attacked regains [roll]1d4[/roll] hp.

5. Nothing happens.

6. Nothing happens. 

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: by a rogue, monk, druid, sorcerer, or warlock, Damage, Buff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Buff Combat

Olsenninja

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