User:
Dixer
DCI:
3320854607
Character:
Johann Bechstein
Name:
UC/A - (Waterborne) Enspelled Dagger (Lvl 1 - Jump)
Rarity:
uncommon
Location:
FR-DC-POP-02 Last Steppe Before Desert
Table:
Result:
Included in Count?:
true
Notes:
![](https://files.d20.io/images/480688966/3dtJSrW4-VbBlwK011C6TQ/max.jpg?1774286439) *Weapon, Simple Melee Weapon, Uncommon (needs Attunement)* 1d4 Piercing Finesse Light Thrown (20/60 ft.) Mastery: Nick **Finesse** When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. **Light** When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. **Thrown** If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. **Mastery: Nick** When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. **Enspelled Weapon Level 1: Jump** Bound into this weapon is a level 1 spell (Jump). The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. **Spell: Jump** *Level 1 Transmutation* Casting Time: Bonus action Range: Touch Components: V, S, M (a grasshopper's hind leg) Duration: 1 minute You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement. **Minor Property: Waterborne** This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. **Lore:** This dagger was enspelled with the power of a giant toad (hence the eye). How this item found its way from the swamps of its creation to the border of the desert, you may never know.