Pick and Pocket
The Griffon's Saddlebag: Book Two p. 136 (Third Party)
- Type
- Melee Weapon
- Magic
- Yes
- Rarity
- dagger, rare
- Weight
- 1
- Damage
- 1d4
- Damage Type
- piercing
- Range
- 20/60
- Properties
- sutileza, ligera, arrojadiza
Description
This brass and steel dagger can also be used as part of a set of thieves' tools when picking locks. You gain a +1 bonus to attack and damage rolls made with this magic weapon, as well as on any ability check you make using thieves' tools to pick open a lock, provided you use the dagger as part of the set of tools. While holding the dagger in one hand and a small enough object in another, you can use an action to speak the dagger's command word and twist it in the air as if it were a key. When you do, the object is shunted into a special demiplane, where it remains until you either twist the dagger in the opposite direction on your turn (no action required) or until you're no longer holding the weapon. If you have a free hand, the stored object reappears in it when the object leaves the demiplane. Otherwise, it reappears at your feet. The demiplane can only store one object at a time, which must be no more than 1 foot on a side and weigh no more than 10 pounds.
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. 136 (Third Party)
Modifiers
weapon attacks +1
weapon damage +1