A pair of handheld daggers, called katar, crafted from bronze. The blades, while darkened by use, are sharp. They seem to be named after a pair of lovers from long ago. The katar don’t work properly without their partners.
Dormant
The katar grant the following benefits in their dormant state:
- The katar have a +1 bonus to attack and damage rolls made with them.
- The katar have the properties of a sword of wounding.
- Whenever you hit on an attack with the katar, the target takes an additional 1d6 cold damage.
- Your walking speed increases by 10 feet.
Awakened
When the katar reach an awakened state, it gains the following properties:
- The attack and damage roll bonus of the katar increase to +2.
- You have advantage on the first attack you make with the katar against a creature that’s missing half or more of its hit points on a turn.
- You have advantage on initiative rolls.
Exalted
When the katar reach an exalted state, they gain the following properties:
- The attack and damage roll bonus of the katar increase to +3.
- When you roll a 19 or 20 on an attack roll against a target that has 75 or fewer hit points, that target must make a DC 17 Constitution saving throw if it’s a creature. On a failed save, you reduce it to 0 hit points.
- The cold damage of the katar increase by 1d6.
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As a bonus action on your turn, you can assume a challenging posture. Until the start of your next turn, whenever a creature makes a melee attack against you, that creature takes damage as though you hit it with an attack using the katar.
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: Cold, Bonus: Magic, Advantage: Melee Attacks, Advantage: Initiative, Bonus: Magic, Damage: Cold, Damage: Necrotic, Bonus: Speed (Walking), Damage, Buff, Utility, Combat, Finesse, Light, Thrown, Nick
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