Your teeth are adorned with demonic sigils on top of angelic ones built into them. This item represents your plight between good and evil.
Tempted (Flaw): when you see an item worth 200gp or greater in value, for the first time you must make a Charisma Saving Throw (DC 18) and on a failure you become fascinated by the item and the person wearing or carrying it for one minute. You can repeat the Saving Throw at the end of each of your turns.
Spiritual (Personality Trait): When anyone makes fun of your, ridicules you, calls you names, or otherwise bullies you or your kind, you must make a DC 18 Wisdom Saving throw and, on a failure, you switch control of your body to the spirit within you. Additionally, when you complete a good or evil act you obtain karma and your body and personality changes to reflect the positive or negative karma you have accrued.
Slumbering (Uncommon): This weapon deals, piercing, radiant, or necrotic damage depending on how much karma you have accrued and in which direction. Additionally, when you crit with this weapon you heal for half the amount of extra damage dealt by the crit.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. Additionally, while wielding this weapon you have resistance to the type of damage your attacks with this deal with the slumbering feature (piercing, radiant or necrotic).
Wakened (Very Rare). This wakened weapon has the slumbering and stirring properties. In addition, the weapon has a number of charges equal to your proficiency bonus. If using proficiency dice roll at the end of a long rest to determine how many charges you have. You can spend one charge to do one of the following as a bonus action: evaluate the cost of an item, access the alignment or karma of one creature within 100 feet of you that you can see, or end the charmed condition on one creature (including yourself) within 100 feet of you that you can see. You can spend two charges to do one of the following as a bonus action: access the emotional state or intent of one creature within 100 feet of you that you can see, end the fascinated condition on one creature (including yourself) within 100 feet of you that you can see, or cast the darkness spell centered on yourself without expending a spell slot or using any components. You can spend three charges to do one of the following as a bonus action: cast detect thoughts or sending without expending a spell slot or using any components, gain resistance for one minute to piercing radiant and necrotic damage, or cast vampiric touch without expending a spell slot or using any components.
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, Finesse, Light, Thrown, Nick
Previous Versions
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1/3/2024 2:35:49 PM
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Coming Soon
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