Weapon (dagger), very rare (requires attunement by a Fey creature or one with Fey ancestry or blood)

A magical tool once used by the Yarnspinner, a fey spider, to stitch and bind the books it reads to the denizens of the Feywilds. The shank of this tool is in shape of an short, slightly curved needle made of a material similar in color and feel to obsidian. The handle is a bulbus, carved chunk of reddish wood derived from Lorebark tree native to the Feywilds.  Small, detailed carvings of heroes and villains in the throws of battle cover the wooden handle.  The carvings seem to move and change imperceptibly over time.

This magical +1 dagger also acts as a spellcasting focus for the sorcerer, warlock, or wizard classes.

Once per day you may use the Awl of the Yarnspinner to perform each of the following abilities one time: 

  • Puncture. The shank of the Awl of the Yarnspinner glows with an excitable energy.  The first time you hit with a melee attack using the Awl against a physical target, instead of doing damage to the target you may instead choose create a small 1 inch portal in the shape of a keyhole upon the area of impact.  The portal leads to a random location within the Feywilds, stays open for up to 1 minute until dismissed, and can be looked through similarly to that of a standard peephole.  The portal works in both directions allowing objects and creatures small enough to fit to pass through.  If the target is a creature, that creature must make a Charisma saving throw against your spellcasting DC.  On a failed save the target creature takes 1d6 force damage at the start of each of the targets turns for 1 minute.  The target may use an action to repeat the saving throw, where upon a success the effect ends, and the portal disappears.
  • Tear.  You quickly wave the Awl of the Yarnspinner, tearing at the woven magical strands that surround enchanted objects or creatures.   As a bonus action, you may cast the spell Dispel Magic (normally takes a action) at 3rd level on one creature, object, or magical effect.
  • Stitch.  The Awl of the Yarnspinner allows you to magically sew together openings or tears in paper, fabric, leather, stone, metal, flesh, or even the fabric of reality itself, thus providing temporary mending for damaged items or barriers.  Over the course of 1 min the you draw on magical energy already present with you to create thin ethereal threads that can pierce most materials without damage.  The material or area being stitched must be able to fit within a 10ft cube and all parts being stitched must be present within affected area.  The threads then stitch, tug, and pull the materials together in an attempt to return them to a previously closed state.  Alternatively, you may attach two completely separate targets together provided they are made from the same type material.  Once attached an invisible scar that can only be seen with Truesight is left behind, but otherwise the material will appear undamaged. The more complex the material the more magical energy is needed and can potentially drain the user of magic, stamina, life, etc.  Before a you use this ability you may attempt to gleam the severity of the consequence by making a DC15 Wisdom (Insight) check.  On a success the DM will share the nature of the consequence of using this ability and its severity.
  • Bind.  The Awl of the Yarnspinner creates a whirlwind of invisible threads that wrap around a creature you can see, preventing them from moving.   As a action you can attempt to target a large or smaller creature that you can see within 30ft.  That creature must then make a Strength saving throw against your spellcasting DC.  On a failed save, the target creature is considered restrained, and can not teleport for 1 min.  At the end of each of the target creatures turns they may attempt to repeat the saving throw, thus ending the effect.

Curse.  Wielding the Awl of the Yarnspinner creates a permanent connection the Yarnspinner that resides in the Feywilds, allowing the Yarnspinner to experience your story while you share in their power.  As a result, your body develops a weakness to iron and iron weapons.  Touching anything made of iron creates an immediate stinging sensation similar to a sunburn or allergic reaction. Furthermore, damage dealt by iron weapons deal you an additional 1d4 poison damage (mostly projectiles), and causes you to suffer the poisoned condition should you be unable to remove the iron from within your body.  Creatures resistant or immune to being poisoned or poison damage still take damage, as well as any associated impairments, for as long as this curse is placed upon them.  This curse can not be lifted except by the Yarnspinner, or another powerful Archfey. 

 

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, Fey creature or one with Fey ancestry or blood, Finesse, Light, Thrown, Nick

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2023 12:27:27 AM
4
0
--
Coming Soon
7/27/2023 10:58:24 PM
6
1
--
Coming Soon
7/27/2023 11:00:26 PM
7
1
--
Coming Soon
7/27/2023 11:04:10 PM
7
1
--
Coming Soon
Sjeslud35

Comments

Posts Quoted:
Reply
Clear All Quotes