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Sacrificial Dagger of Tyr

A dagger use to make ritual sacrifices to the god Tyr. The sacrifices were made to honor Tyr in his future destiny to give his hand to save Midgard.   Sacrificial Dagger of Tyr
  • Damage: 1d4 piercing
  • Reach: 5 ft.
  • Finesse
  • Light
  • Thrown (range 20/60)
  • Attunement
This is a magical weapon and can be used as an arcane focus if it is attuned to by an arcane spellcaster. It gives its wielder a +1 bonus to spell attack rolls and their spell save DC.   Whether attuned or not, a spellcaster may use the dagger in ritual casting twice per day. By inflicting 1d4 piercing damage to themselves, they may cast the ritual spell with its normal casting time, ignoring the additional 10 minute time requirement that ritual casting normally stacks onto the spell. This ability is refreshed to two uses after a long rest.  
  • If attuned to by a spellcaster, as a bonus action and as part of casting a spell of 1st level or higher, you may deal 1d4 piercing damage to yourself and give yourself a +1 bonus to your spell attack or spell save DC for the spell cast. If you cast a spell that continuously requires saving throws, continue to use the bonus until that spell has been resisted or the spell has ended. Once you use this effect, you can’t use it again until you finish a short or long rest.

Mechanics & Inner Workings

Attunement   Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.   Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.   An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.   A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.   Finess    When making an attack with a finesse weapon, you 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   A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Thrown   If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Item type
Unique Artifact
Rarity
Legendary
Weight
1 lb
Base Price
1,000 gp

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