Weapon (dagger), very rare (requires attunement by a creature with 10 or more Intellect)

At the base of this dagger's long blade are a set of three red, and bloodshot eyes that watch you intensely. Flanked on either side of these eyes are two leathery bat like ears that serve as the weapons cross guard. While attuned to this weapon you can sense the dagger's immense intellect, and its desire to penetrate the minds of creatures, both psionically and physically. 

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Cerebral Contraption. Aberrant items consist of living biomass infused with advanced artifice, and they require fresh grey matter to function. Using this contraption, as an action, you can extract an unconscious creature's brain matter that is within 5ft of you. The cerebral contraption gains 1 charge for every point of intelligence the creature has and the creature is instantly killed in the process. You cannot perform this action on corpses, undead or creatures with an intelligence of 3 or lower.

The Aberrant Nail has 10 charges. If you expend the last charge of this item, roll a d20. On a 1, the Cerebral Contraption dies and the item is destroyed.

Aberrant Boon. If you fail an ability check using a skill or tool with which you have proficiency, you can roll a d4 for each charge you expend, up to a maximum of 3 charges, and add the number rolled to the check, potentially turning failure into success.

Aberrant Whispers. As an action, you can expend up to 3 charges and choose up to 3 creatures that you can see, consuming a charge for each creature. You then roll 2d4, using the result as the number of hours that you, and the chosen creatures, can speak telepathically with each other. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

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, creature with 10 or more Intellect, Finesse, Light, Thrown, Nick

Renwick_Larkin

Comments

Posts Quoted:
Reply
Clear All Quotes