Weapon (dagger), artifact (requires attunement by a attunement to rogues, barbarians, and characters of evil alignment)

Bhaal, god of murder, crafted a diabolical wrist dagger that steals the life force of a sentient being with an intelligence of 10 or higher, by way of a killing blow, and revives the immediately preceding entity that was killed by the wrist dagger. The amount of HP taken in the final blow is applied to the revived target.

As a final evil gift to the wrist dagger wearer, Bhaal sacrificed an entity to prime the wrist dagger so that it will be revived on the next kill made by the blade. The revived entity will materialize within 25 ft of the wearer and will have 10x the hitpoints taken on the reviving death blow. The DM is to roll a d10 to determine the reanimated entity:

  1. Frost Giant
  2. Bodak
  3. Young Blue Dragon
  4. Mind Flayer Arcanist
  5. Oni
  6. Spirit Naga
  7. Star Spawn Seer
  8. Hydra
  9. Abominable Yeti
  10. Treant

For a target to be revived, it must not have been dead for more than tendays and must be in a condition that can be revived (such as not being consumed in lava or dismembered). The revived target carries the memory of their death upon revival and retains a memory of the entity that was killed to provision their revival. Once a kill is made with the wrist dagger, it automatically attunes to the wearer. The wrist dagger is immune to any damage and magic.

The wrist dagger, once attuned can not be removed, except if the wearer becomes knocked out or dies. The dagger thirsts for blood and requires a killing blow once per tenday or it inflicts a random 24-hour curse on the wearer every 24 hours until satisfied with the blood of death. The cursed wearer must throw a d10 and receive the corresponding curse:

  1. Curse of Frailty: The character's Strength and Constitution scores are both reduced by 2.
  2. Curse of Misfortune: The player rolls with disadvantage on all ability checks, saving throws, and attack rolls
  3. Curse of Silence: The player is unable to speak or make any audible sound, severely limiting their ability to cast spells with verbal components and communicate.
  4. Curse of Clumsiness: The player's Dexterity score is reduced by 4, affecting their AC, initiative, and Dexterity-based skills
  5. Curse of Nightmares: The character is plagued by relentless nightmares and cannot benefit from a long rest.
  6. Curse of Weakness: The player deals half damage with all weapon attacks.
  7. Curse of Muteness: The character loses the ability to read and write.
  8. Curse of Blindness: The character is blinded.
  9. Curse of the Void: The player cannot regain hit points by any means other than natural healing (i.e., no magic or potions).
  10. Curse of Lifebane: Any healing received by the character is halved, including spells, potions, and other healing effects.

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: attunement to rogues, barbarians, and characters of evil alignment, Damage, Combat, Cursed, Handwear, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat Cursed Handwear

Red_Rev

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