Base Class: Rogue
After a long time spent researching, learning and studying the ways of the dagger, you have learnt how to master it and bring it to its furthest potential, using your new found skills, you hand craft a pair of unique and powerful daggers.
Dagger Mastery
Starting at 3rd level, Over a long rest you can turn two of your existing daggers into new daggers both called Eclipse Daggers.
Eclipse Daggers have piercing damage type and have finesse and light properties but cannot be thrown.
At 3rd level, any attack you make with an Eclipse Dagger is now 1d6 instead of 1d4 damage and proficiency with a dagger effects your attack bonus twice as much.
Eclipse Daggers cannot be sold or given to anyone else and when lost will disappear and reappear in your hands.
Chain Dagger
Starting at 3rd level, when using two-handed fighting with an Eclipse Dagger and a weapon that isn't another Eclipse Dagger, gain disadvantage on attack of the second weapon swing.
As well as this, when using two-handed fighting with both Eclipse Daggers, you can choose to take the first attack roll as your second swing as well as the first.
Eclipse Attuning
At 9th level, any attack you make with an Eclipse Dagger is now 1d8 instead of 1d6 damage. When using two-handed combat, if the second attack is with another Eclipse Dagger, the damage is now 1d8+1 instead of 1d8.
Eclipse Attunement
Starting at level 13, when chaining attacks with Eclipse Daggers, each attack with an Eclipse Dagger gains +1 to the previous damage of the Dagger until the end of battle to a max of 1d8+10. This can only be improved further by external bonuses not included in this feature.
Using a different weapon, not attacking during your turn or missing your attack breaks the chain and will force the next attack with an Eclipse Dagger will reset back to 1d8 and the chain will have to be rebuilt.
Eclipse Ascension
Starting at level 17, your daggers are now enchanted with +1 attack bonus and carry a constant blue glow. when chaining attacks with Eclipse Daggers, each attack with an Eclipse Dagger is now 1d10, rather than 1d8, and gains +1 force damage to the previous damage of the Dagger until the end of battle with no maximum.
Using a different weapon, not attacking during your turn or missing your attack breaks the chain and will force the next attack with an Eclipse Dagger will reset back to 1d10 and the chain will have to be rebuilt.
You no longer have proficiency with all melee weapons excluding daggers and cannot gain any other melee weapon proficiencies.
Previous Versions
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12/8/2021 8:51:10 PM
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Coming Soon
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