Weapon (dagger), legendary (requires attunement by a bond with the stars...)

This glowing dagger was found inside of a mimic, the dagger's radiant glow reminds you of the stars in the night sky. It reminds you of what was once, and what has become of your world.

This blade can be thrown or used as a melee attack as a bonus action AND has several abilities in both thrown and melee combat:

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[Thrown]

•Passive: When thrown the dagger splits into 3 astral daggers in total. Each dagger deals 1d8 slashing damage and can be used to target one person (3d8) or multiple people (1d8 per).

•Engulfed: If a target is hit by one dagger when thrown, the dagger will burn them searing their body, and dealing an additional 2d6 flame damage.

•Contained Nova: If a target is hit by two daggers when thrown, the daggers will cause a small explosion in the target dealing 1d10 force damage.

•Solar Grasp: If a target is hit by all three daggers when thrown, the daggers begin to emit a small field of gravity that will hold the target in place until the end of the targets turn. However, the target can break free of the Astral Daggers using a strength save DC16, if the target breaks free the target gets a free attack and bonus action.

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[Melee]

•Passive: Upon landing a melee on a target, the target bursts into flames dealing 1d6 and stacks up to 4 times, however, the burning stops at the end of target's next turn.

•Astral Infusion: You can attempt to stab a target in the chest and leave the blade in the target's chest (DEX save DC15 to dodge), upon a failure the blade will the begin to burn hotter and hotter and begin sinking into the targets chest, the target can attempt to remove the dagger ON your turn as a REACTION (STR = DC15 for success). If the target fails, the target will take an initial 2d8 flame damage. At the start of the targets actual turn it will take an additional d8 of flame damage and has the choice to either try and remove the blade (STR = DC16) or to fight on. At the end of the targets turn it will be given one last chance to remove the blade (STR = DC17) and will also take another d8 of flame damage. Upon the final failure to remove the blade (at the end of the targets turn) the Astral Dagger will fully sink into the targets chest and then absorb into the targets body giving them a sense of sudden relief, only for the target to then suddenly explode in a fiery ball of death dealing 3d12 flame damage and an additional 3d12 force damage (For the funny).

THIS CAN ONLY BE DONE TWICE PER LONG REST!!!

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: Slashing, Damage: Fire, Damage: Slashing, Damage: Force, Damage: Slashing, Damage: Fire, Damage: Fire, Damage: Fire, Damage: Fire, Damage: Force, Bonus: Magic, bond with the stars..., Finesse, Light, Thrown, Nick

Goombinious

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