Knives of Thievery (5e Equipment)

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Weapon (dagger), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. You also become proficient in stealth if you aren't already (double the proficiency bonus if already proficient).
Curse.
The malice and greed of its previous owner has infected the blades. The past owner had a vicious streak of stealing and thievery that resulted in him banned from most cities within the central plains.
After a week of continuous attunement, the user must make a DC 15 Charisma saving throw (A DC 18 for Rogues and similar classes). If you fail this saving throw, your flaw changes to ‘I have a problem with stealing and I can’t stop myself’. The user a week later makes a further saving throw, upon a failure the users alignment changes from lawful -> neutral, neutral -> chaotic. Upon each failed save after they reach chaotic, the sub alignment changes from good -> neutral, neutral -> evil. This continues until the wielder is chaotic evil. After three failed saves, the user becomes less sociable and starts to disappear into the shadows whenever they can. The fellow party members are unfortunately aware of the player’s position while in dungeons. After ten failed saves, you into the shadows completely and cease to exist as they pass into the abyssal plane. The fellow party members may make a DC 23 Charisma saving throw. On a pass, the you end your attunement to the daggers and they disappear, reappearing in sealed vault never to be seen again. The flaw and alignment changes are immediately reversed as soon as you end your attunement to the daggers.


BlitzkriegDragon (talk) 08:14, 12 November 2016 (MST) Back to Main Page5e HomebrewEquipmentMagic Weapons