This dagger seems semi ornate in design but holds a dark secret, it is sentient. When attuned the wielder must make a DC 18 Wisdom Save or be taken over by the blade.
This dagger is a very powerful cursed artifact who's origin is unknown even to itself.
+3 dagger deal and additional 3d4 psychic damage.
Curse of Madness. When first wielded make a roll on the Indefinite Madness table. Each Dawn roll a d4 on a 1 roll Indefinite, on a 2 Long Term, on a 3 Short Term on the Madness table, and on a 4 nothing happens.
Insanity. When a target is hit with this blade they must make a DC 13 wisdom save, on a fail they roll on the Short Term Madness table. On a save they are Immune to this effect for the next 24hrs.
Returning. When thrown the blade returns to your hand as a bonus action.
Spells. When attuned you know the Cantrips Minor Illusion, Paranoia, and Hideous Laughter.
False Identity. When using Identify spell on this dagger it appears as a simple +1 dagger. Only legend lore can show weapon's true nature.
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: Psychic, Requires Attunement, Finesse, Light, Thrown, Nick
Previous Versions
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12/9/2020 10:03:05 PM
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12/9/2020 10:04:26 PM
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11/9/2022 1:10:07 PM
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