Weapon (dagger), artifact

Base damage is 2d4 slashing damage and has a range of 5 ft. Special ability: Dagger has 5 glowing aquamarine gems inlaid into the hilt. Once per dawn you can flourish with the weapon to give it a little extra flair. This makes one of the gems darken and can only be used 5 times before you can't do it anymore. Extra flair: Dagger glows blue and extends the blade 5 extra feet with a blue light, making the range 10 ft instead of 5 ft. The weapon stays in this form for a minute and while in this form it deals 1d8 magical slashing damage and 1d4 slashing damage. This dagger can’t be thrown while in combat, and will always come back to you if lost. Aquamarine can be replaced to get more charges, as once a gem darkens from use it can’t be restored and used again.

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: Cold, Finesse, Light, Thrown, Nick

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2023 11:40:02 PM
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DRAGONKIING

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