Weapon (dagger), rare

A pair of daggers, imbued with poison. Both having silver handles, designed to resemble snake scales. One blade is green and the other black.

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

You can use a bonus action to cause thick, black and green poison to coat the blades. The poison remains until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned. The dagger can't be used this way again until a short or long rest.

The blades are attached at a wire connected to the wearers wrist via iron wristbands, giving them the ability to be thrown and recalled automatically. The range is 20 feet.

The weapon has 3 charges. Once per charge, you can add +5 to its attack roll and +5 to each blades damage roll.

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: Acid, Poisoned, Finesse, Light, Thrown, Nick

DeeDynamo

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