Text | This roughly hewn obsidian dagger is razor sharp and can be used as a spellcasting focus. Its handle is covered in small holes that drink in whatever blood runs down the blade. There's a small reservoir for blood at the dagger's pommel that seems to never completely fill. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The dagger has 5 charges and regains 1d3 + 2 expended charges daily at dusk. While holding the dagger, you can expend 1 of its charges as an action to make a melee spell attack using your spell attack bonus against a living creature you can see within 5 feet of you. When you do, an illusory crimson dagger sweeps out towards the creature. A creature hit by this attack takes necrotic damage equal to 3d6 + your spellcasting ability modifier, and you regain hit points equal to the necrotic damage dealt. If the target is a construct, plant, or undead creature, you don't regain any hit points in this way.
Alternatively, while holding the dagger, you can expend 1 or more of its charges when you cast a spell using a 1st, 2nd, or 3rd-level spell slot. The spell must target either a single creature or yourself. The spell slot you use to cast this spell counts as one level higher for each charge you expend in this way. You can't increase a spell slot level beyond 5th level in this way. When you use this property of the dagger, you also expend 1 Hit Die for each charge you expend in this way. Roll a number of Hit Dice equal to the number of expended charges and take necrotic damage equal to the total you roll. This damage ignores resistance and immunity. If expending charges in this way causes you to fall to 0 hit points, the spell fails and you fall unconscious.
Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Proficiency: simple, dagger
Source: The Griffon's Saddlebag Vol. 1 p. 36 (Homebrew) |