Xal'drith attempts to attune itself to whomever touches her. If she is unattuned, any creature touching her must make a DC 15 Wisdom saving throw or succumb to Xal’drith’s curse.
You have a +2 bonus to attack and damage rolls made with this magic weapon, increasing by +1 for every 5th killing blow made using Xal'drith, resetting back to +2 at dawn.
Blood Price:
Each day at dawn, if Xal’drith has not tasted blood within the last 24 hours, the wielder suffers one level of exhaustion as the dagger siphons strength from its unwilling master. This exhaustion cannot be removed by magical means—only by feeding the blade anew. The hunger can only be sated by the murder of intelligent creatures.
The Blade’s Wrath:
The dagger does not tolerate hesitation. If, during combat, the wielder ends their turn without dealing damage to another creature, they must succeed on a DC 15 Wisdom saving throw or succumb to Xal’drith’s blood lust.
- On a Failure: The wielder is blinded by fury and must use their next turn to attack the nearest creature, friend or foe, with Xal’drith. If multiple targets are equidistant, they attack at random determined using a D4 where 1 is north, 2 is west, 3 is south, and 4 is east.
- On a Success: The wielder resists the blade’s influence—for now. But the next failed save against this effect increases the DC by +1 each time, resetting only after the wielder successfully feeds the dagger.
Drinker of Strength:
If a creature reduced to 0 HP by Xal’drith dies within one minute, their essence is partially absorbed by the blade. The wielder gains temporary hit points equal to half the creature’s hit dice (minimum of 3), which last until their next long rest. However, each time this occurs, the wielder must make a DC 15 Charisma saving throw or feel the dagger’s hunger burrowing deeper into their soul, imposing disadvantage on their next Wisdom saving throw against the blade’s blood lust.
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, Damage, Combat, Finesse, Light, Thrown, Nick
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