Weapon (dagger), rare (requires attunement)

You gain a +1 bonus to Attack and Damage Rolls made with this magical weapon. When you hit a creature with this weapon, that target takes an additional 1d4 cold damage.

Of drow design, this mithril dagger has the primary ability to change its course mid-flight.This dagger has a maximum of 6 charges which are restored after a short rest. The wielder can choose to expend these charges to do the following:

  • If the dagger is thrown, the wielder can expend 1 charge to change the trajectory of the thrown dagger and it gains an additional 10 feet of range (30/70). For each additional charge spent, the thrown dagger gains an additional 5 feet of range and can change its trajectory again.
  • If the dagger is within 30 feet of the wielder, they can use a reaction and expend 1 charge to have the dagger immediately fly back to their hand.

 

 

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: Cold, Bonus: Magic, Damage:Cold, Bonus: Magic, Damage, Combat, Finesse, Light, Thrown, Utility, Finesse, Light, Thrown, Nick

RanStormgrip

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