Weapon (dagger), very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause the blade to become red-hot and laced in a toxic substance. The dagger remains in this state until an enemy is struck or its command word is spoken. When a creature is struck, it takes an extra 2d6 fire damage. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

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: Poison, Bonus: Magic, Damage: Fire, Poisoned, Damage, Debuff, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Debuff Combat

Evansurfnet

Comments

Posts Quoted:
Reply
Clear All Quotes