Weapon (scimitar), artifact

The Assassin's Dagger is a sleek and finely crafted dagger, with a blade that glints in the light as if hungry for blood. Its hilt is wrapped in dark leather, and intricate runes are etched along the length of the blade, hinting at its mysterious origins.

Poison touch (1 charge): Upon striking an enemy with an attack, the Assassin's Dagger has the chance to apply the poisoned state. After successfully hitting an enemy, the wielder rolls a 1d20, and if the result is higher than 15, the target is poisoned. This poison inflicts additional 1d4 acid damage every 10 feet the enemy moves, every time the enemy makes an attack, or each time the enemy is attacked. This state can be removed by beating a DC of 15 every turn using a CON save.

Mind of its own: the Assassin's Dagger possesses a mysterious consciousness. While somewhat positive towards its wielder, the dagger occasionally imparts knowledge or guidance, providing valuable information or warnings that can aid the wielder in their endeavors.

Proficiency with a Scimitar 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: Weapon Property: Thrown, Poisoned, Debuff, Combat, Finesse, Light, Nick

Previous Versions

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Item Tags: Debuff Combat

FIDOW

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