You can create a Scar with magical properties with this Dagger on one of your limbs. Maximum two on each limb. Each Scar must be different from another. Making a single Scar takes 15 minutes. You can make up to 4 Scars chosen from the following: pentagram, crossed viewfinder, thunderbolt or shield. Each Scar can be used up to 3 times before vanishing.
Pentagram: The Scar glows with a red light filling your limb with energy. After you hit an unarmed strike with that limb, you can use one stack of this Scar to deal addictional 2d6 force damage to the target.
Crossed Viewfinder: The Scar glows with a golden light making a spectral golden version of your limb. You can make a ranged attack with it (range 120ft.) counted as a magical unarmed strike.
Thunderbolt: The Scar glows with white light filling your limb with electrical energy. After you hit an unarmed strike with that limb, you can use one stack of this Scar to try to Paralyse the target. The target makes a Constitution Saving Throw (DC = 8 + your proficiency + your Dexterity modifier). On a fail, the target is Paralysed for maximum 1 minute. It can repeat the save every turn as an Action.
Shield: The Scar glows with blue light creating a nearly transparent light-blue spectral shield. You can use your reaction to try to weaken the melee attack that hit you. You reduce the damage by 1d10 + your proficiency + your level. If you reduce damage to 0 and have a free hand or leg, you can make an opportunity attack with it.
After certain Scar vanishes, if you want to have possibility to use it again, you have to create it once more with this Dagger. Creating 4 Scars (for an hour) can not be considered as a Short Rest.
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, Debuff, Utility, Combat, Finesse, Light, Thrown, Nick
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