This gilded shortsword is branded with the 4 suits of cards on the pommel, as well as on the blade itself.
Gambler's Bluff: While attuned to this blade, you have advantage on deception checks made in games of cards.
Lucky Number 7: This weapon scores a critical strike on a roll of 7 or 20.
Empowerment: As a bonus action, you can choose to empower the blade with powerful magic. The empowerment lasts for 1 minute and recharges after a long rest. You can choose which empowerment the blade benefits from on the table below, or roll a d4 to decide at random
1. Diamonds: The blade deals an extra 1d8 radiant damage. If you strike a creature, it must succeed on a DC 14 Constitution saving throw or become blinded until the end of your next turn.
2. Spades: The blade deals an extra 1d8 acid damage. If you strike a creature, it must succeed on a DC 14 Constitution save. On a failed save, the creature's speed is reduced to 0 and it loses the ability to take reactions until the end of your next turn.
3. Clubs: The blade deals an extra 1d8 thunder damage. If you strike a creature, it must succeed on a DC 14 Strength saving throw. On a failed save, the creature is thrown back 15 feet, and is knocked prone upon landing
4. Hearts: The blade deals an extra 1d8 necrotic damage. If you strike a creature, it must succeed on a DC 14 Constitution save. On a failed save, the creatures max HP is reduced by the amount of necrotic damage taken. Upon a successful draining of a creature's hit points, you may expend a bonus action immediately after the attack to regain hit points equal to the necrotic damage dealt.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Advantage: Deception, Requires Attunement, Damage, Combat, Finesse, Light, Vex
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