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Kober, Dagger of Phenax

Weapon (dagger), artifact (requires attunement)

Phenax swindled a dagger off of Erebos himself while in the underworld. Over the years, phenax has fashion the weapon into the most annoying thing in the gods eyes. Phenax lends willy and nilly to sow insanity in the minds of the gods.

Dagger of the Deciever. This magic dagger grants a +3 bonus to attack and damage rolls made with it and deals force damage. When you deal damage with this weapon, the target must succeed a DC15 Wisdom saving throw. On a failed saving throw, the target cannot cast any divination spells. On a successful saving throw, the target gains disadvantage on Wisdom saving throws until the start of their next turn.

This weapon has 10 charges, you regain all charges after a long rest.

As a bonus action you can spend 5 charges to concentrate for 10 rounds, becoming Immune to Radiant damage and one damage type of your choosing .

When you throw this dagger you can spend 5 charges to have every creature within a 5ft radius of the target make a DC15 Wisdom saving throw. On a failed saving throw, they cannot regain hit points until the start of your next turn. On a successful saving throw, they regain 3/4 of the hit points from all sources.

Blessing of the Deciever. If you are a worshiper of Phenax, you gain all the following benefits for which you have the required piety:

Piety 10+. The dagger has 1 randomly determined minor beneficial property.

Piety 25+. The dagger has 1 randomly determined major beneficial property.

Piety 50+. The dagger has 1 additional randomly determined major beneficial property.

If you aren't a worshiper of Phenax, the dagger has 2 randomly determined minor detrimental properties.

You must be attuned to 2 items from other god's weapons for the following effects. Whenever an attack misses you, this weapon gains 2 charges.

As a bonus action or reaction you can spend 10 charges to activate any of the following effects:

Concentrate for 1 hour, becomming immune to being blinded, charmed, frighted, grappled, paralyzed, petrified, prone, restrained, and stunned.

Concentrate for 1 hour, Automatically succeed the next saving throw and using luck on all saving throws and ability checks.

Summon a visually indistinct simulacrum (similar to the simulacrum spell) of yourself and swap your position with any of you current simulacrum. These simulacrum act like you in combat but are immobile and unresponsive outside of combat, they cannot do damage.

Cast antimagic field centered on a target and slow, without a saving throw, on the same target, this counts as a single concentration effect for 1 hour and works on artifacts and deities.


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