Weapon (dagger), very rare

This dagger emits a bioluminescent glow and contains powerful poison. It has +3 to Attack & Damage rolls.

In addition to its regular damager it deals 1d8 Poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. During the duration, the target will take 8 Poison Damage every round unless healed by Lesser Restoration, Greater Restoration, or Wish. This Poison ignores resistance & immunity to poison damage. 

Additionally, if the dagger breaks or the mushroom-like hilt is removed from the blade, each creature within a 15 ft radius must make a DC 15 Constitution saving throw or suffer 1d8 Poison damage & become Blinded for 1 minute as a large spore cloud is released into the area.

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, Damage: Poison, Finesse, Light, Thrown, Nick

ItsJonnyB18

Comments

Posts Quoted:
Reply
Clear All Quotes