Weapon (dagger), artifact (requires attunement)

Forged by the remaining essence of a super nova embedded with magic from three gods and goddesses; Eldath, Mystra, and Shar gifted to Zenik. A very light sharp white diamond blade attached to ancient hilt with an magical radiant energy wisping around the dagger.

Abilities

When making a melee or ranged attack, the dagger deals 2d4 magical piercing damage plus 2d4 radiant damage and a +3 bonus to attacks and damage. 

While Attuned you gain:

Eldath's Healing: You can cast the spell Heal twice per long rest and gain the feat Mobile.

Mystra's Knowledge: You can cast the spell Identify at-will and gain the feat Keen Mind.

Shar's Sight: You can cast the cantrip Guidance and gain the feat Alert.

Feat: Eldritch Adept: Thirsting Blade.

Resistance: Radiant damage

The dagger disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you wield into existence thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

 

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: Radiant, Feat: Alert, Feat: Keen Mind, Feat: Mobile, Resistance: Radiant, Damage: Piercing, Damage, Combat, Finesse, Light, Thrown, Nick

Previous Versions

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4/23/2022 4:39:49 AM
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8/16/2022 2:01:46 PM
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Item Tags: Damage Combat

Krauzyk03