Weapon (dagger), legendary (requires attunement by a spellcaster with non-lawful alignment)

There can only be one -

 

The dagger provides a +3 magical bonus.

When wielded by an attuned user, the dagger provides additional powers and abilities:

  • Magic Vampirism. The dagger is able to steal magical energies from both living and non-living things.  Any absorbed magic adds to the dagger's charges upto a maximum of 20.
    • On a Natural 20, the dagger is able to absorb 1d4 unused spell slots or magical use abilities from living targets, or 1d4 unspent charges from magical items used in combat touching the dagger's blade. The absorption process effectively spends the spell slot, magic use, or charges of the target.
    • Against non-living magical objects not used in combat, the wielder may touch the blade to a magical item with charges to absorb up to 1 unspent charges per round.
  • Stored Magic. The wielder may spend the dagger's charges as spell slots at a rate of the spell level used. (e.g. a 9th Level spell would use 9 charges)

 

The attuned user is also burdened with the following detriment:

  • Compelling Hunger. If the dagger's charges reach 0 and when within 30ft of a spellcaster, magical creature, or magical object the attuned user must make a Charisma Saving Throw vs DC19 or be compelled to take the magical energies. All actions other than gathering magical energy will be at a DISADVANTAGE until the dagger has charges.

The blade of the dagger is made of black wavy demon glass. The hilt is wrapped in fine dark leather, and the hilt is bejeweled with an intricately carved orb of Khyber Dragonshard that glows at its core when it is charged. Legends persist that a handful of these pre-war relics exists and the destruction of a few have been documented. In each telling, the dagger shattered in an explosive wave of magical force, piercing, and slashing damage equivalent to the number of charges remaining in d6.

 

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 Item Attack With Dexterity, When there are no charges left, the dagger's latent sentience compels the user to steal charges from others , spellcaster with non-lawful alignment, Combat, Sentient, Finesse, Light, Thrown, Nick

Previous Versions

Name Date Modified Views Adds Version Actions
10/13/2022 4:04:44 AM
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Item Tags: Combat Sentient

OldManPsychic

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