Hour and Minute (Dagger)

The Griffon's Saddlebag: Book Two p. 107 (Third Party)

Type
Melee Weapon
Magic
Yes
Rarity
dagger, very rare
Weight
1
Damage
1d4
Damage Type
piercing
Range
20/60
Properties
sutileza, ligera, arrojadiza

Description

These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence. If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The creature that wins the contest remains attuned to the item, and for the next 24 hours, its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon. While holding both weapons in either hand, you gain several benefits:

  • You gain a +1 bonus to attack and damage rolls made with these magic weapons.
  • Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC.
  • When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is subjected to the effect of the slow spell until the end of your next turn.
  • When you roll a 20 on an attack roll using Minute (the shortsword), you gain the effect of the haste spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending.
  • In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north.

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: Book Two p. 107 (Third Party)

Modifiers

AC +1