Weapon (dagger), rare

This dagger deals an additional 1d4 necrotic damage upon a hit. Furthermore, enemies hit must succeed on a wisdom saving throw vs DC 12. If they fail, they have fear until the end of their next turn. The damage of this weapon increases by 1d4 necrotic damage, and the saving throw DC increases by 1 at levels 4, 8, 12, 16, and 20.

Curse.

If you use this dagger to sacrifice someone to Zysm, it will become automatically attuned to you, and will grow in power as you do. You cannot remove the attunement by normal means. While attuned, the dagger will always return to you after 1d20 hours if you lose it. While in your possession, the DM can have you roll a d100 each time you go to sleep. Add your wisdom modifier and subtract your level from the roll. Refer to the following list for possible effects.

  • 1 - 2: Zysm plants a psychological trigger in your head, and gains control of you for 1d4(6) seconds the following day at the DMs discretion. The duration increases to 1d4 minutes at level 4, 2d4 minutes at level 8, 4d4 minutes at level 12, 1d4 hours at level 16, and 1d4 days at level 20.
  • 3 - 4: A terrifying vision of demonic power pierces at your thoughts. Take 1d10 psychic damage. Your HP cannot be lower than 1. Additionally, you must restart the resting period to achieve a long rest. This effect increases by 1d10 at levels 4, 8, 12, 16, and 20.
  • 5 - 14: Waves of doubt emanate to you. The following day, the DM can force you to reroll one roll that you make. The amount of rolls increases by 1 at levels 5, 10, 15, and 20.
  • 15 - 17: 1d4 hours into the night, you are visited with a vision of Zysm. You wake up in a cold sweat and must restart the resting period to achieve a long rest.
  • 18 - 20: You have a dream of Zysm, in which he communicates with you temporarily. This can include visions, warnings, mockery, and the like.
  • 21 - 30: You have an unrestful sleep, filled with nightmares about your past wrongdoings.
  • 31 - 100: Nothing happens, and you sleep restfully.

If Zysm is killed, the dagger crumples into dust. If the wielder is killed, the dagger returns to the altar in which the original sacrifice was made.

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: Necrotic, Frightened, Damage, Combat, Finesse, Light, Thrown, Nick

Previous Versions

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3/10/2019 5:35:18 AM
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Item Tags: Damage Combat

LedtheTed

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