Items for Kniv
Homebrew
Bloodseeker Knife
Weapon
Rare
You have a +1 bonus to attack and damage rolls made with this magic weapon. Once this knife has hit a target and drawn blood, it will always return to your hand after being thrown at that same target, regardless of whether subsequent attacks hit or miss. Additionally, you have advantage on attack rolls against that target when using this knife. The knife can track one target at a time, and the tracking lasts until you use the knife to attack a different creature.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6+1 | Piercing | 30/90 ft. |
Cost: 2050gp
Weight: 0.25lb
Homebrew
Seeking Knife
Weapon
Uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. When you miss with an attack using this weapon, you can use your bonus action to redirect the knife for a second attack roll against the same target or a different target within 30 feet of the original target.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8+1 | Piercing | 40/120 ft |
Cost: 1300gp
Weight: 0.25lb
Homebrew
Magnetic Polarization Dart
Weapon
Rare
You have a +1 bonus to attack rolls made with this magic weapon. On a hit, the dart magnetically charges the target. Until the end of your next turn, you can use a bonus action to either pull the target up to 15 feet closer to you or push them up to 15 feet away from you. If the target is wearing metal armor or is primarily made of metal, they have disadvantage on the DC 14 Strength saving throw to resist this movement.
Additionally, for 1 minute after being hit, if the target comes within 10 feet of another creature that has also been hit by a Magnetic Polarization Dart, both creatures must succeed on a DC 14 Strength saving throw or be pulled together, ending their turns in adjacent spaces and becoming grappled by each other until they each use an action to break free.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6+1 | Piercing | 20/60 ft |
Cost: 160gp
Weight: 0.25lb
Balanced Throwing Knife +1
Weapon (uncommon, thrown)
Cost: 1000 gp
Weight: 1/4 lb
Damage: 1d4+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: If you miss with this weapon, it returns to your hand immediately if you have a free hand available (no range limitation). You have a +1 bonus to attack and damage rolls made with this magic weapon. Phantom Blade
Weapon (uncommon, thrown)
Cost: 1000 gp
Weight: 1/4 lb
Damage: 1d6+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack and damage rolls made with this magic weapon. When thrown, this knife can pass through up to 5 feet of non-magical material (such as wooden barriers, thin stone walls, or shields) before continuing its normal trajectory. The knife becomes tangible again after passing through the material. This ability cannot be used to bypass magical barriers or metal thicker than 1 inch. Thunderclap Knife
Weapon (uncommon, thrown)
Cost: 1200 gp
Weight: 1/4 lb
Damage: 1d6+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, the knife creates a thunderous boom. The target and all creatures within 5 feet of it must succeed on a DC 13 Constitution saving throw or be deafened until the end of your next turn. Once per day, you can invoke the knife's full power, causing all creatures that fail the saving throw to also take 2d6 thunder damage and be pushed 10 feet away from the target. Void Knife
Weapon (uncommon, thrown)
Cost: 1200 gp
Weight: 1/4 lb
Damage: 1d6+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, the target must succeed on a DC 14 Constitution saving throw or be unable to take reactions until the start of your next turn as they briefly phase partially into the Shadowfell. Flamebrand Knife
Weapon (rare, thrown)
Cost: 2500 gp
Weight: 1/4 lb
Damage: 1d6+1 piercing + 1d6 fire damage
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack and damage rolls made with this magic weapon. When this knife hits a target, flames erupt from the wound. The target takes an additional 1d6 fire damage and must succeed on a DC 14 Dexterity saving throw or catch fire, taking 1d6 fire damage at the start of each of its turns. The target can use its action to extinguish the flames.
Venomfang Knife
Weapon (rare, thrown)
Cost: 3000 gp
Weight: 1/4 lb
Damage: 1d6+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack and damage rolls made with this magic weapon. On a hit, the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of your next turn. While poisoned in this way, the target takes 1d6 poison damage at the start of its turn. Additionally, the knife's poison inhibits healing - any healing the target would receive is reduced by 1d4 (minimum of 0) while they are poisoned by this weapon. Frost Darts (set of 5)
Weapon (uncommon, thrown)
Cost: 450 gp per set
Weight: 1/4 lb per set
Damage: 1d4+1 piercing + 1d4 cold damage
Properties: Finesse, thrown (range 40/120 ft)
Effect: On a hit, the target's speed is reduced by 10 feet until the end of your next turn. You have a +1 bonus to attack rolls made with this magic weapon. Each dart can be used only once before it melts away. Gravitational Flux Darts (set of 5)
Weapon (rare, thrown)
Cost: 700 gp
Weight: 1/4 lb per dart
Damage: 1d6+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack rolls made with this magic weapon. On a hit, the target must succeed on a DC 14 Strength saving throw or have their personal gravity altered. Choose one when you hit: either the target's weight is doubled (reducing their speed by half and giving them disadvantage on Dexterity saving throws) or their weight is halved (allowing them to jump twice as far but giving them disadvantage on Strength checks and Strength saving throws). The effect lasts for 1 minute or until the target uses an action to make another Strength saving throw, ending the effect on a success. Molten Core Darts (set of 5)
Weapon (uncommon, thrown)
Cost: 500 gp
Weight: 1/4 lb per dart
Damage: 1d4 piercing
Properties: Finesse, thrown (range 20/60 ft)
Effect: This dart doesn't grant an attack bonus but contains a core of magical fire giant magma. On a hit, the dart burrows into the target and creates a 10-foot radius area of heated ground centered on the target, which becomes difficult terrain as it softens and bubbles. Creatures that start their turn in the area or enter it for the first time on their turn take 1d6 fire damage. The effect lasts for 1 minute. If used on ice or snow terrain, the dart melts a 15-foot radius area instead, and creatures who fall through take an additional 1d6 cold damage from the temperature shock. Temperature Inversion Darts (set of 5)
Weapon (rare, thrown)
Cost: 875 gp
Weight: 1/4 lb per dart
Damage: 1d4+1 piercing
Properties: Finesse, thrown (range 30/90 ft)
Effect: You have a +1 bonus to attack rolls made with this magic weapon. On a hit, the target must succeed on a DC 14 Constitution saving throw or experience an inversion of temperature sensations for 1 minute. While affected, the target perceives cold as burning heat and heat as freezing cold. Whenever the target would take fire damage, they instead take cold damage, and whenever they would take cold damage, they instead take fire damage. Additionally, if the target willingly moves closer to a source of extreme heat or cold (such as a bonfire or ice wall), they must make a DC 13 Wisdom saving throw or become confused by the contradictory sensations, causing them to lose their action on their next turn.
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