Weapon (dagger), uncommon
- Dagger holds a vial of poison in the hilt.
- On a turn where you hit with the weapon, you can use your bonus action to drain the vial into the creature you hit. 
- Note, this does not work if the dagger was thrown
- Entire vial is drained at once, giving the creature disadvantage on their saving throw against the poison
- Can always safely refill it if you spend one uninterrupted minute doing it.
- Can attempt to refill by using an action to make a DC12 sleight of hand check, while doing so you are consider incapacitated until the start of your next turn.
  - If you fail the check you are still incapacitated until the next round, and the mechanism is broken and will require a DC 12 tinker tools check to repair over an hour.
    - If the repair check fails then the mechanism is more severely broken and will require a DC 20 tinker tools check and 20 gp in new material to repair over 6 hours.

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: Finesse, Light, Thrown, Nick

Previous Versions

Name Date Modified Views Adds Version Actions
7/21/2022 2:47:35 PM
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10/12/2022 5:42:22 PM
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7/19/2023 4:16:15 PM
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BennettFTomlin

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