Level
2nd
Casting Time
1 Action
Range/Area
Self 60 ft.
Components
V, S
Duration
1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Banishment (...)

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)

  1. 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.
  2. 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.
  3. 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).
  4. Vampire Stake. You regain hit points equal to the piercing damage dealt.
  5. Frozen Fang. Target takes an additional 1d6 Cold damage.
  6. Burning Brand. Target takes an additional 1d6 Fire damage.
  7. 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.
  8. Spectral Dagger. Attack roll ignores AC from armor and shields.
  9. Bone Knife. Target must succeed on a DC 12 Constitution save or have disadvantage on its next attack roll.
  10. Echo Blade. A second spectral knife strikes the same target for half the original damage.
  11. Lucky Knife. Roll another d20; on a 15 or higher, deal an extra 1d6 damage for every number above 14.
  12. Unlucky Knife. You take 1d4 piercing damage when drawing it and it deals that same damage.
  13. Warp Blade. After throwing, you may teleport up to 10 feet to an unoccupied space you can see.
  14. 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.
  15. Heavy Cleaver. On a hit, the target is knocked prone.
  16. Dagger and Chain. Target must succeed on a DC 12 Strength save or be restrained until the start of its next turn.
  17. Silver Fang. Deals an extra 1d8 radiant damage to undead or fiends.
  18. Shadow Knife. Target takes 1d6 necrotic damage, and you become invisible until the end of your turn.
  19. Wild Surge Blade. Roll on the Wild Magic Surge table.
  20. 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).
  21. Whisper Knife. On hit, you can whisper a message only the target hears.

  22. Ember Fang. Leaves a trail of burning embers on the terrain; target takes 1d4 fire damage at the start of its next turn.

  23. Phase Dagger. Can pass through solid barriers up to 5 ft. thick to strike a target behind.

  24. Lantern Knife. Glows with bright sunlight (40 ft) for 1 minute after thrown.

  25. Banshee Shiv. On hit, target must make a DC 12 Wisdom save or be deafened for 1 minute.

  26. Glass Needle. Crits on a roll of 18–20, but if it doesn't crit, deals 1 Piercing damage.

  27. King’s Companion. Deals 3d6 piercing; if it kills a creature, regain the expended level slot used to cast this spell.

  28. Feather Knife. Doesn't deal damage; target sneezes uncontrollably and has disadvantage on its next attack.

  29. Sand Knife. Bursts into grit; target must succeed on a DC 12 Dex save or be blinded until end of its next turn.

  30. Magnet Shiv. Pulls the target 10 ft. toward you (Strength save DC 12 negates).

  31. Ritual Dagger. When you hit, you may choose to take 1d6 damage; if you do, the knife deals an extra 2d6 damage.

  32. Bell Dagger. Rings loudly on impact; all creatures within 20 ft. hear it clearly.

  33. Gust Blade. On a hit, a 15-ft gust of wind blows away unsecured objects

  34. Salt Fang. On hit, the target wounds cannot be magically healed for 5 minutes.

  35. Smoke Knife. Creates a 10 ft. smoke cloud (heavily obscured) for 1 round.

  36. Envious Knife. After attack, your AC increases by 2 and the Target's AC decreases by 2 until the start of your next turn.

  37. Storm Fang. Deals 2d6 lightning damage; arcs to another creature within 15 ft. for 1d6.

  38. Antimage Dirk. On hit, target loses 1d4 spell slots or sorcery points (your choice). If none, they take 2d6 Psychic damage.

  39. Coin Knife. Transforms into a single gold coin after dealing damage.

  40. Moonlit Shiv. On hit at night, deals an extra 2d8 Radiant damage; in daylight, deals no extra effect.

  41. Frost Spike. Leaves a patch of ice (10 ft. square, difficult terrain).

  42. Mask Fang. You gain advantage on your next Deception check made within 24 hours.

  43. Echoing Shiv. If the attack hits, you can throw another knife this round and it deals Double damage

  44. Compass Knife. After hitting, spins in the air pointing toward the nearest hostile creature.

  45. Thorn Knife. Deals +1d6 piercing damage on hit.

  46. Illusion Knife. Creates an illusory duplicate of you until the start of your next turn (attack rolls against you have disadvantage).

  47. Void Fang. On hit, target must succeed on a DC 15 Wisdom save or be banished until the start of your next turn.

  48. Ripple Knife. All liquids within 10 ft. ripple violently when it strikes.

  49. Clay Knife. Shatters into rubble when grabbed, granting half cover to you until the start of your next turn.

  50. 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)

  51. 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).

  52. Paperclip Knife. On hit, target drops one held item of your choice.

  53. Water Fang. Soaks the target; extinguishes small flames.

  54. Gravity Fang. On hit, triples the target’s weight for 1 minute, halving movement speed and imposing disadvantage on Dexterity checks.

  55. Wind Knife. Pushes the target 10 ft. away from you on a hit.

  56. Hourglass Shiv. Contains fine sand inside the hilt. On a critical hit, time slows for the target, they skip their next turn.

  57. Apocalypse Shard. Explodes in a 20 ft. radius for 4d6 force damage (Dex save DC 15 for half). You are immune to this damage.

  58. Charm Knife. On hit, target must succeed on a DC 13 Wisdom save or be charmed until the start of its next turn.

  59. Rustborn's Needle. On hit, metal armor corrodes, reducing AC by 1 permanently.

  60. 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).

  61. Elemental Shard. "I once did an elemental shard in me pants", does nothing... gross...

  62. Coinflip Shiv. When thrown, flip a coin. Heads: double damage. Tails: the knife bounces back and hits you for the same damage.

  63. Compass Needle. On a hit, the target’s sense of direction is scrambled; they cannot willingly move toward their intended destination for 1 minute.

  64. Mask Blade. You can magically disguise yourself for 1 hour (as Disguise Self).

  65. Hunter’s Fang. On hit you gain advantage on your next attack against the same target.

  66. Solar Knife. Deals +1d6 radiant damage; undead must succeed on a DC 13 Wisdom save or flee until end of their next turn.

  67. 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).

  68. Tongue Splitter. On a hit, target’s speech becomes unintelligible; all verbal components fail until the start of your next turn.

  69. Quicksilver Shiv. Attack with this knife has advantage if you moved at least 20 ft. this turn.

  70. Cold Irons. Fey creatures struck take an extra 2d6 damage.

  71. Bloodsteel Fang. Deals +1d6 damage, but you take 1 damage for every 5 damage dealt.

  72. Time Knife. Target loses its reaction until the start of its next turn.

  73. 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.

  74. Mirror Shard. On a hit, the target’s form duplicates into 1d4 illusory copies. Each copy has AC 10 and disappears after one hit.

  75. Shifting Dagger. On a hit, roll a d6: 1-2 target is stunned, 3-4 target is healed 1d6 HP, 5-6 nothing happens.

  76. Ghillie Blade. After hitting, you gain advantage on your next Stealth check for 24 hours.

  77. 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.

  78. Blood Knife. Target takes 1d4 bleeding damage at the start of each turn until healed.

  79. 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.

  80. Grudge Fang. If this misses, your next throw against that target deals double damage.

  81. Glitch Blade. On hit, target’s position flickers; it counts as being in two adjacent spaces until the start of its next turn.

  82. 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.

  83. Worldshaper’s Shiv. After dealing damage, rearrange 10 ft. of terrain in sight.

  84. Nameless Stiletto. Target’s face becomes featureless for 1 minute; they cannot be identified or targeted by name.

  85. Firecracker Knife. Explodes in a 10 ft. radius for 2d4 fire damage to all creatures.

  86. 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.

  87. 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.

  88. Bloodletter Opener. Deals 1d8 slashing damage at the start of the target’s turn until it succeeds a DC 15 Con save.

  89. Glass Fang. On hit, target becomes fragile; the next time it takes damage, it takes an extra 2d6 force damage.

  90. Phantom Shiv. Attack ignores nonmagical resistances.

  91. Veil Shiv. On hit, you and target both become invisible until the start of your next turn.

  92. Copycat Dirk. On crit, creates another knife that strikes a random hostile for the same damage.

  93. Dust Knife. On hit, target’s weapon or held item turns to harmless dust (nonmagical only).

  94. Frostbite Knife. Target must succeed on a DC 12 Con save or be slowed (half movement) until start of your next turn.

  95. 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.

  96. Prideful Knife. If this kills a creature, you gain temporary hit points equal to its CR.

  97. 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

  98. 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.

  99. Oracle shiv: On hit, you learn the exact number of the target’s next d20 roll; it cannot be modified by advantage or bonuses.

  100. 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

Name Date Modified Views Adds Version Actions
9/16/2025 4:27:05 PM
4
1
9.9.9
Coming Soon
9/16/2025 5:12:40 PM
3
1
--
Coming Soon

Spell Tags: Creation Healing Teleportation Damage Control Communication Debuff Detection Banishment Utility Combat Charmed fey Special Void Curse

Available For: Bard Ranger Fighter - Eldritch Knight Rogue - Arcane Trickster

Verataro

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