Weapon (dagger), artifact (requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon.

This weapon deals an additional 1d6 Psychic damage and 1d6 Force damage.

As a reaction, you can parry an incoming melee or ranged non-spell attacks. Roll 1d4 and add that number to your AC. You can choose to parry after hearing the roll but not the result. You may use this ability a number of times equal to your proficiency bonus. Recharges at dawn.

This item has 1 charge of Time Strike. This ability converts a missed attack into an automatic hit, regardless of any opposing abilities or skills. The target must be in melee range and be able to take some or all of the damage associated with the weapon. You can roll 1d6 to regain this charge every time you hit with this weapon while the charge is missing. On a 6, the charge is regained. It can only hold a maximum of one charge at a time.

This artifact appears to be a common dagger, but when activated, can open portals in time and space. Upon activation the internal components whir and hum with excitement, and a faint green glow is emitted from the blade.

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: Force, Damage: Psychic, Damage, Combat, Finesse, Light, Thrown, Nick

Previous Versions

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Item Tags: Damage Combat

BenDerDM

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