When you draw a knife, roll a d20 to determine its enchantment. You cannot look inside the box, return a knife once drawn, or hold more than one at a time. A drawn knife must be thrown immediately as part of the same action.
Each knife is treated as a ranged weapon attack (range 60 ft.), using your normal attack and proficiency bonuses for thrown daggers. On a hit, the target takes 1d6 Piercing damage, plus the effect determined by your d20 roll.
If you attempt to use a knife for a melee weapon attack, it deals half damage and its magical effect does not trigger.
Knife Effects (d100 Roll)
- Rusty Shiv. Target takes 1d4 Poison damage at the start of its turn for 1 minute. The target can repeat the saving throw (Constitution, DC 12) at the end of each of its turns, ending the effect on a success.
- Boomerang Blade. If it misses, returns to hand and can be used as a Bonus Action and thrown for double damage. If that misses as a Reaction can be thrown for half damage.
- Shattering Glass Knife. Explodes on impact, dealing 1d6 Thunder damage to all creatures within 5 ft. of the target (Dexterity save, DC 12, for half).
- Vampire Stake. You regain hit points equal to the piercing damage dealt.
- Frozen Fang. Target takes an additional 1d6 Cold damage.
- Burning Brand. Target takes an additional 1d6 Fire damage.
- Stone Shiv. Target must succeed on a DC 15 Constitution save or be Paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success. On the turn they are first paralyzed, they also take an extra 2d6 Bludgeoning damage as the magic petrifies their limbs.
- Spectral Dagger. Attack roll ignores AC from armor and shields.
- Bone Knife. Target must succeed on a DC 12 Constitution save or have disadvantage on its next attack roll.
- Echo Blade. A second spectral knife strikes the same target for half the original damage.
- Lucky Knife. Roll another d20; on a 15 or higher, deal an extra 1d6 damage for every number above 14.
- Unlucky Knife. You take 1d4 piercing damage when drawing it and it deals that same damage.
- Warp Blade. After throwing, you may teleport up to 10 feet to an unoccupied space you can see.
- Howling Knife. Emits a chilling scream; all creatures within 10 ft. of the target must succeed on a DC 12 Wisdom save or be frightened until the end of their next turn.
- Heavy Cleaver. On a hit, the target is knocked prone.
- Dagger and Chain. Target must succeed on a DC 12 Strength save or be restrained until the start of its next turn.
- Silver Fang. Deals an extra 1d8 radiant damage to undead or fiends.
- Shadow Knife. Target takes 1d6 necrotic damage, and you become invisible until the end of your turn.
- Wild Surge Blade. Roll on the Wild Magic Surge table.
- Ace of Spades. The knife deals 6d6 piercing damage on a hit, ignores resistance to piercing damage, and bursts into a storm of spectral playing cards that slash all enemies within 10 ft. radius of the target for 2d6 slashing damage (Dexterity save, DC 15, for half).
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Whisper Knife. On hit, you can whisper a message only the target hears.
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Ember Fang. Leaves a trail of burning embers on the terrain; target takes 1d4 fire damage at the start of its next turn.
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Phase Dagger. Can pass through solid barriers up to 5 ft. thick to strike a target behind.
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Lantern Knife. Glows with bright sunlight (40 ft) for 1 minute after thrown.
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Banshee Shiv. On hit, target must make a DC 12 Wisdom save or be deafened for 1 minute.
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Glass Needle. Crits on a roll of 18–20, but if it doesn't crit, deals 1 Piercing damage.
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King’s Companion. Deals 3d6 piercing; if it kills a creature, regain the expended level slot used to cast this spell.
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Feather Knife. Doesn't deal damage; target sneezes uncontrollably and has disadvantage on its next attack.
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Sand Knife. Bursts into grit; target must succeed on a DC 12 Dex save or be blinded until end of its next turn.
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Magnet Shiv. Pulls the target 10 ft. toward you (Strength save DC 12 negates).
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Ritual Dagger. When you hit, you may choose to take 1d6 damage; if you do, the knife deals an extra 2d6 damage.
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Bell Dagger. Rings loudly on impact; all creatures within 20 ft. hear it clearly.
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Gust Blade. On a hit, a 15-ft gust of wind blows away unsecured objects
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Salt Fang. On hit, the target wounds cannot be magically healed for 5 minutes.
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Smoke Knife. Creates a 10 ft. smoke cloud (heavily obscured) for 1 round.
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Envious Knife. After attack, your AC increases by 2 and the Target's AC decreases by 2 until the start of your next turn.
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Storm Fang. Deals 2d6 lightning damage; arcs to another creature within 15 ft. for 1d6.
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Antimage Dirk. On hit, target loses 1d4 spell slots or sorcery points (your choice). If none, they take 2d6 Psychic damage.
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Coin Knife. Transforms into a single gold coin after dealing damage.
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Moonlit Shiv. On hit at night, deals an extra 2d8 Radiant damage; in daylight, deals no extra effect.
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Frost Spike. Leaves a patch of ice (10 ft. square, difficult terrain).
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Mask Fang. You gain advantage on your next Deception check made within 24 hours.
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Echoing Shiv. If the attack hits, you can throw another knife this round and it deals Double damage
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Compass Knife. After hitting, spins in the air pointing toward the nearest hostile creature.
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Thorn Knife. Deals +1d6 piercing damage on hit.
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Illusion Knife. Creates an illusory duplicate of you until the start of your next turn (attack rolls against you have disadvantage).
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Void Fang. On hit, target must succeed on a DC 15 Wisdom save or be banished until the start of your next turn.
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Ripple Knife. All liquids within 10 ft. ripple violently when it strikes.
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Clay Knife. Shatters into rubble when grabbed, granting half cover to you until the start of your next turn.
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The Knife Eternal. If it kills a creature, it instantly reappears in your hand, glowing with spectral light and dealing an extra 1d6 from a Random damage type (acumulative)
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Omen Fang. On a critical hit, roll a d20: on 10 or less nothing happens, on 11+ the target is cursed (Disadvantage on all saves until removed by Remove Curse).
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Paperclip Knife. On hit, target drops one held item of your choice.
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Water Fang. Soaks the target; extinguishes small flames.
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Gravity Fang. On hit, triples the target’s weight for 1 minute, halving movement speed and imposing disadvantage on Dexterity checks.
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Wind Knife. Pushes the target 10 ft. away from you on a hit.
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Hourglass Shiv. Contains fine sand inside the hilt. On a critical hit, time slows for the target, they skip their next turn.
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Apocalypse Shard. Explodes in a 20 ft. radius for 4d6 force damage (Dex save DC 15 for half). You are immune to this damage.
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Charm Knife. On hit, target must succeed on a DC 13 Wisdom save or be charmed until the start of its next turn.
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Rustborn's Needle. On hit, metal armor corrodes, reducing AC by 1 permanently.
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Rainbow Fillet. deals an extra 1d6 of a random Damage type, roll a d6: each number corresponds to a random damage type (fire, cold, lightning, acid, necrotic, radiant).
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Elemental Shard. "I once did an elemental shard in me pants", does nothing... gross...
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Coinflip Shiv. When thrown, flip a coin. Heads: double damage. Tails: the knife bounces back and hits you for the same damage.
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Compass Needle. On a hit, the target’s sense of direction is scrambled; they cannot willingly move toward their intended destination for 1 minute.
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Mask Blade. You can magically disguise yourself for 1 hour (as Disguise Self).
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Hunter’s Fang. On hit you gain advantage on your next attack against the same target.
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Solar Knife. Deals +1d6 radiant damage; undead must succeed on a DC 13 Wisdom save or flee until end of their next turn.
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Infinite Point. This knife is infinitely sharp. It ignores all damage resistances. On a critical hit, it cuts something immaterial (a bond, a spell, even a memory).
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Tongue Splitter. On a hit, target’s speech becomes unintelligible; all verbal components fail until the start of your next turn.
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Quicksilver Shiv. Attack with this knife has advantage if you moved at least 20 ft. this turn.
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Cold Irons. Fey creatures struck take an extra 2d6 damage.
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Bloodsteel Fang. Deals +1d6 damage, but you take 1 damage for every 5 damage dealt.
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Time Knife. Target loses its reaction until the start of its next turn.
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Static Blade. On a hit, the target’s body is charged and attracts metal, for 1 minute; any failed attack rolls with metal weapons will cause the the target to hit themselves.
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Mirror Shard. On a hit, the target’s form duplicates into 1d4 illusory copies. Each copy has AC 10 and disappears after one hit.
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Shifting Dagger. On a hit, roll a d6: 1-2 target is stunned, 3-4 target is healed 1d6 HP, 5-6 nothing happens.
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Ghillie Blade. After hitting, you gain advantage on your next Stealth check for 24 hours.
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The Knife to End All Knives. On hit, deals 10d10 piercing damage, ignores resistances and immunities, and detonates in spectral shards. All hostiles within 30 ft. must succeed on a DC 18 Con save or take their missing hit points as damage; on success, take 5d10. Cannot be duplicated, recovered, or countered.
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Blood Knife. Target takes 1d4 bleeding damage at the start of each turn until healed.
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Sticky Spike. On a hit, the target cannot release anything held for 1 minute. If they were holding a weapon, it sticks to their hand.
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Grudge Fang. If this misses, your next throw against that target deals double damage.
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Glitch Blade. On hit, target’s position flickers; it counts as being in two adjacent spaces until the start of its next turn.
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Thread Blade. On hit, target is tethered to the thrower by a spectral thread; if they move more than 30 ft. away, they take 2d6 force damage.
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Worldshaper’s Shiv. After dealing damage, rearrange 10 ft. of terrain in sight.
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Nameless Stiletto. Target’s face becomes featureless for 1 minute; they cannot be identified or targeted by name.
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Firecracker Knife. Explodes in a 10 ft. radius for 2d4 fire damage to all creatures.
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Candle Knife. On hit, target’s shadow catches fire; it takes 1d6 fire damage each time it moves more than 5 ft. until the start of your next turn.
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Horizon Edge. On hit, target and all creatures within 10 ft. are pulled into a vision of an endless plain; they vanish from the battlefield until the start of your next turn, then reappear in the same spots, taking 4d6 psychic damage.
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Bloodletter Opener. Deals 1d8 slashing damage at the start of the target’s turn until it succeeds a DC 15 Con save.
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Glass Fang. On hit, target becomes fragile; the next time it takes damage, it takes an extra 2d6 force damage.
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Phantom Shiv. Attack ignores nonmagical resistances.
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Veil Shiv. On hit, you and target both become invisible until the start of your next turn.
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Copycat Dirk. On crit, creates another knife that strikes a random hostile for the same damage.
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Dust Knife. On hit, target’s weapon or held item turns to harmless dust (nonmagical only).
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Frostbite Knife. Target must succeed on a DC 12 Con save or be slowed (half movement) until start of your next turn.
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Thread Shiv. On hit, a glowing thread connects you and the target; any damage you or the target take for 1 minute is halved and dealt to both you and the target.
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Prideful Knife. If this kills a creature, you gain temporary hit points equal to its CR.
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Singularity Knife. On hit, a 15 ft. radius implosion drags all creatures to the target’s space (DC 16 Strength save to resist) and deals 5d6 force damage to those pulled
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Ink Blade. On hit, target’s skin is covered in shifting runes; anyone can read its surface thoughts until the end of its next turn.
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Oracle shiv: On hit, you learn the exact number of the target’s next d20 roll; it cannot be modified by advantage or bonuses.
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Reverse Card: you may keep the card for 24 hours. When a creature targets you, as a reaction the effect targets them instead. Single use.
At Higher Levels.
- When you cast this spell using a spell slot of 3rd level or higher, the box contains one additional knife for each slot level above 2nd.
- When you cast this spell using a spell slot of 3rd level or higher, each knife gains a +1 bonus to attack rolls, increasing to +2 at 5th level and +3 at 7th level or higher.
- We're on stupid territory already, spell slot of 6th level or higher, each knife has 2 effects, and spell slot 8th or higher, each knife has 3 effects.
"Found a box of sharp objects.
What a beautiful thing"
Previous Versions
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9/16/2025 4:27:05 PM
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9/16/2025 5:12:40 PM
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3
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Coming Soon
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