These retractable claws are forged from a rare, near-indestructible metal, resembling the legendary adamantium. When worn, they merge with your hands, becoming an extension of your body.
Properties:
- Unyielding Strength: The claws are incredibly sharp and durable, allowing you to deal 2d6 slashing damage with unarmed strikes. This damage increases to 3d6 when you score a critical hit.
- Indestructible: The claws are immune to damage and cannot be broken by any non-magical means.
- Adamantium Armor: While attuned to the claws, your AC increases by 2 as your skeletal structure becomes reinforced with adamantium.
- Regenerative Fury: Once per long rest, when you drop to 0 hit points and aren’t killed outright, you can use your reaction to regain hit points equal to half your maximum hit points. This effect can only be used once per day.
- Savage Fury: When you take the Attack action, you can use a bonus action to make an additional unarmed strike with your adamantine claws. On a hit, you can add an extra 1d6 slashing damage.
- Healing Surge: Once per short rest, you can channel your inner rage to heal yourself or an ally within 30 feet. As an action, you can heal for 3d8 + your Constitution modifier hit points.
Cursed:
While these claws grant great power, they also carry a burden. The rage that comes with wielding such weaponry can sometimes overwhelm the user. Whenever you score a critical hit with the claws, you must make a DC 15 Wisdom saving throw. On a failure, you become frustrated (see the condition below) for 1 minute.
- Frustrated: You have disadvantage on Wisdom saving throws and ability checks, and all your attacks are made with disadvantage during this time.
This item can be a powerful tool for a character who wants to blend incredible physical prowess with the burden of a tempering curse.
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: Requires Adamantium skeleton , Finesse, Light, Thrown, Nick
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