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### Arcane Daggerslinger You've always had an interest in the arcane, but not in the casting of spells, but in the creation of magic items. Through extensive research, you learned how to make mundane daggers powerful and magical. You may serve as an assassin, a bounty hunter, or even a simple trick shot, but the arcane is no mystery to you. You learn how to craft and alter daggers to absorb and inject elemental energies into it's victims. ##### Arcane Daggerslinger Features |Rogue Level | Feature | |:----:|:-------------| | 3rd |Arcane Crafter| | 3rd | Arcane Daggers | | 9th | Superior Attacks | | 11th | Improved Crafting | | 17th | Master Daggerslinger | #### Arcane Crafter At 3rd level, you learn how to alter daggers and their sheaths to augment their capabilities. When you alter a dagger and it's sheath, you must make an Arcana check. If the result is higher than 20, then you succeed on the first check. Then you must make a Tinkers Tools check. If the result is higher than a 15, you succeed in altering the dagger. If you wish to change what effect your dagger has, or want to craft a new one, then you must spend 5 GP and 1 long rest planning and gathering materials for the item. If you roll below on either check, then the GP and the time spent planning is wasted and you must start again. If you attempt to craft another dagger and exceed how many you can have, the crafting automatically fails. In addition, you gain proficiency in Arcana and Tinkers Tools, and can double your proficiency bonus for any check where you add it. #### Arcane Daggers At third level you gain 2 Arcane Daggers. You gain additional ones at 7th, 11th and 15th level. You automatically gain these daggers without having to make a skill check. Each dagger has 3 charges. When you use or throw a dagger, it uses 1 charge from the dagger. Alternatively, you can use all 3 charges all at once and use the Alternative Effect. Daggers that are thrown automatically teleport back into their sheathes at the end of your turn. Alternative Effects still deal any additional damage. At 9th level, you gain 2 more charges, and at 13th level you gain 1 more. A dagger regains its charges after spending 10 minutes in its sheath. Saving throw DC is equal to (8 + Proficiency Bonus + Dexterity Modifier) #### Superior Attacks At 9th level, whenever a dagger is thrown at an enemy that has resistance to the daggers additional damage, you ignore its resistance. You can only apply this to one dagger for 1 minute. It recharges after 1 long rest. #### Improved Crafting At 13th level, your daggers no longer take charges when they make a basic attack. #### Master Daggerslinger Your ability to throw has been refined so much that at 17th level, whenever you roll with advantage, you score a critical on a 19 or 20. ### Daggers ##### Acid Dagger This dagger deals an additional 2d4 Acid damage, and when it's on your person, you gain the ability to melt any object that can fit in the palm of your hand. **Alternative Effect**: When this dagger hits the target, flip a coin. On Heads, the target's Armor Class takes a -1 reduction. On a Tails, the target's Armor Class takes a -2 reduction, both for 1 minute. ##### Fire Dagger This dagger deals an additional 2d4 Fire damage, and when it's on your person, you gain the ability to touch any flammable surface and start a fire on it. **Alternative Effect**: The target erupts in flames, taking damage equal to half your Sneak Attack damage each round until they spend an action to quench the flames. Other creatures cannot quench the flames for them. ##### Force Dagger This dagger deals an additional 2d4 Force damage, and when it's on your person, none of your equipment experiences wear and tear. **Alternative Effect**: The target must make a Constitution saving throw or be stunned for 1 round. ##### Frost dagger This dagger deals an additional 2d4 Cold damage, and when it's on your person, you can walk on wet or frozen surfaces without difficulty. **Alternative Effect**: When this dagger strikes its target, it must make a Strength saving throw. On a failure, the target is unable to move for 1 minute, but is still able to attack. Alternatively, it can spend an action forcing itself out of the ice. ##### Lightning Dagger This dagger deals an additional 2d4 Lightning damage, and when it's on your person, you can sense the weather for the next day. **Alternative Effect**: When the dagger strikes its target, they must make a Strength saving throw or be pushed back 20 feet. In addition, the target's movement speed is halved for 1 minute, making additional saves at the start of their turn. \pagebreakNum ##### Necrotic Dagger This dagger deals an additional 2d4 Necrotic damage, and when it's on your person, you can hear all heartbeats within ten feet of you. **Alternative Effect**: The target must make a Strength saving throw or be attacked by spectral hands that rise from the ground. When being grappled this way they take necrotic damage equal to your level in this class each round. At the start of the targets turn, they can make additional saving throws, ending the effect on a success. ##### Poison Dagger This dagger deals an additional 2d4 Poison damage, and when it's on your person, you become immune to the poisoned condition. **Alternative Effect**: When this dagger hits the target, the target is poisoned, even if they are immune to the condition, additionally, they must make a Constitution saving trow, or gain vulnerability to bludgeoning, piercing, and slashing damage for the next round. Creatures with resistances or immunities are unaffected. ##### Psychic Dagger This dagger deals an additional 2d4 Psychic damage, and when it's on your person, you can touch a single person and learn the main emotion they are experiencing. **Alternative Effect**: When the dagger hits the target, the target must make a Wisdom Saving Throw or become convinced that you are an ally for one minute, unless you or your companions deal damage to it. ##### Radiant Dagger This dagger deals an additional 2d4 Radiant damage, and when it's on your person, you gain or extend your Darkvision an extra 10 feet. **Alternative Effect**: When the dagger hits the target, everyone in a 5 foot radius must make a Constitution Saving Throw or be blinded for 1 minute, making additional saves at the start of their turn. ##### Thunder Dagger This dagger deals an additional 2d4 Thunder damage, and when it's on your person, you can block out certain sounds to stop hearing them. **Alternative Effect**: When the dagger hits the target, everyone in a 10 foot radius must make a Constitution Saving Throw or be deafened for 1 minute, making additional saves at the start of their turn. Spells requiring a verbal component cannot be cast when deafened this way.