Glass Carver

The Griffon's Saddlebag: Book Two p. 89 (Third Party)

Tipo
Arma cuerpo a cuerpo
Mágico
Sí
Rareza
dagger, uncommon
Peso
1
Daño
1d4
Tipo de daño
perforante
Alcance
20/60
Propiedades
sutileza, ligera, arrojadiza

Descripción

This magic dagger's edge is lined with a sharp, enchanted crystal that magically pierces through glass. While holding the dagger, you can use an action to cut a straight line up to 1 foot long into a piece of nonmagical glass no more than 1 inch thick. Each line emits a faint glow, allowing you to see any lines you've made. Making these lines requires you to focus, as if concentrating on a spell. Your concentration ends early if you are no longer holding the dagger or aren't within reach of the glass. When your concentration ends, any line you made with the dagger magically vanishes and repairs itself. You can connect these lines to form a cutout shape in the glass. As part of the action to complete this shape, make a Dexterity (Sleight of Hand) check. The DC for this check is equal to 8 plus half the number of actions it took to form the shape. On a success, you silently remove the cutout glass shape. On a failure, the cutout glass shatters. Once the shape is removed in this way, either in one piece or as shattered glass, your concentration ends without repairing the glass. If the original glass shape is returned to the hole, you can spend 1 minute retracing the cuts made to the glass with the dagger to seamlessly repair the damage done to it, as if by the mending spell.

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. 89 (Third Party)