At the start of each day, the player must roll (1d6) to determine the weapons attribute:
1- Cold
2- Radiant
3- Fire
4- Thunder
5- Necrotic
6-Psychic
After landing a successful hit with this weapon, the enemy takes an extra (1d4) of the weapons current attribute as well as the regular damage of the dagger. This weapon holds 2 charges. When the user takes a long rest the charges are refreshed.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
You have a +1 bonus to attack rolls made with this magic weapon.
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, Proficiency: Dexterity Attacks, Bonus: Magic, This weapon must be attuned to over a short rest. Once paired, the only way to separate it from its wielder is Death. Damage, Combat, Finesse, Light, Thrown, skilled adventurer. This weapon must be attuned to over a short rest. Once paired, the only way to separate it from its wielder is Death., Damage, Combat, Finesse, Light, Thrown, Nick
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