Arc Dagger (+0/+1/+2/+3)
Arc Dagger is a magical dagger. It has all the properties of a normal dagger (i.e. does piercing damage, has thrown property, is a finesse weapon, is 1 handed, is light; etc). Additionally as a Bonus Action you can Electrify it and as a Bonus Action or Action you can turn off the Electrify effect. While the weapon is Electrified its damage changes to lightning damage and deals an additional 2d4 lightning damage to every creature adjacent to the target.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
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, Damage, Combat, Finesse, Light, Thrown, Nick
Previous Versions
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5/19/2022 8:32:38 AM
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5/20/2022 2:21:39 AM
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