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Cloak and Dagger

Cloak and Dagger

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Published by Will Doyle
Seven magical items for use in your 4E Dungeons and Dragons games.
Seven magical items for use in your 4E Dungeons and Dragons games.

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Published by: Will Doyle on Jan 04, 2014
Copyright:Attribution Non-commercial

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02/02/2014

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 Cloak & Dagger
presents seven magical weapons for use in your 4
th
 Edition D
UNGEONS AND
D
RAGONS
 games, each with a unique utility power.
 
 
2
 
B
LADE OF
P
 AINFUL
G
 AIN
 
A
rkhosia’s dragonborn
legionaries would often cut themselves with these blades before entering
battle. Hence, a warrior’s experience
could be measured by the number of cuts they had scarred into their forearms.
Blade of Painful Gain
 Level 3+ Uncommon
This wickedly serrated blade bears the sigil of Arkhosia’s
dragonborn legions.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
 
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
 
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
 
Weapon:
light blade
Enhancement Bonus:
attack rolls and damage rolls
Critical:
+1d6 damage per plus
Property
While bloodied, your dragonborn fury grants you an additional +2 racial bonus to damage. You must be wielding the dagger to benefit from this property.
Utility Power
 
 Daily
(Minor Action)
Effect:
You cut yourself, inflicting up to half your healing surge value in damage. Your next hit with the dagger deals extra damage equal to the damage you inflicted on yourself. You must make this attack before the end of the encounter.
C
LOAKING
D
 AGGER
 
The owners of these strange daggers are said to be cursed. In time, it is said, they will be swallowed up by their own shadows.
Cloaking Dagger
 Level 3+ Uncommon
This ebony dagger seems to drain light around it, and whispers softly when swung through the air.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
 
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
 
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
 
Weapon:
dagger
Enhancement Bonus:
attack rolls and damage rolls
Critical:
+1d6 damage per plus
Property
You gain a +2 item bonus to Stealth checks, and gain concealment against creatures more than 5 squares away. You must be wielding the dagger to benefit from this property.
Utility Power
 Daily
(Standard Action)
Effect:
You use the dagger to trace a doorway into the floor, which opens into an extradimensional space just big enough to contain you. While the door is open, anybody can see into or affect the space. Only you can enter into the space and open or shut the door (a minor action). Once closed, the door becomes invisible to anyone outside. You cannot see outside the space while hiding inside. The extradimensional space lasts for one hour. If you are still inside when the power ends you reappear in the closest unoccupied space outside the door.
C
OMMANDER
S
D
IRK 
 
These ceremonial daggers were awarded to generals who had valorously served the Empire of Nerath.
Commander
s Dirk
 Level 3+ Uncommon
This military dirk is engraved with the seal of the Nerathi legions.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
 
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
 
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
 
Weapon:
dagger
Enhancement Bonus:
attack rolls and damage rolls
Critical:
+1d6 damage per plus
Property
When you use your inspiring word, you may reroll any additional healing dice that result in a 1. You must be wielding the dagger to benefit from this property.
Utility Power
 
 Encounter
(Minor Action)
Effect:
You hurl the dagger into the ground in an unoccupied space within 5 squares. All allies adjacent to the dagger when it lands can shift 1 square as a free action.
 
 
3
 
DAGGER OF
D
ISCLOSURE
 
These weapons were originally created by the wizard-priests of Vecna, who used them to pass secret orders to their acolytes.
Dagger of Disclosure
 Level 3+ Uncommon
The blade of this silver dagger looks much like the nib of a quill.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
 
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
 
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
 
Weapon:
dagger
Enhancement Bonus:
attack rolls and damage rolls
Critical:
+1d6 damage per plus
Property
You gain a +5 item bonus to skill checks made to understand foreign or arcane scripts, or to perform the
Comprehend Languages
or
Decipher Script
rituals. You must be wielding the dagger to benefit from this property.
Utility Power
 
 Daily
(Standard Action)
Effect:
You use the dagger to carve a message, drawing or symbol into any solid surface. The carving lasts for one week, and can only be seen by creatures that have been cut by the dagger.
D
IMENSIONAL
D
 AGGER
 
The eladrin hunters of Ishimriel use these blades to mark their prey, ensuring they can never flee.
Dimensional Dagger
 Level 3+ Uncommon
Eladrin carvings decorate this dagger, which gives off a  faint odor of wild flowers.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
 
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
 
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
 
Weapon:
dagger
Enhancement Bonus:
attack rolls and damage rolls
Critical:
the target is slowed and cannot teleport until the end of their next turn.
Property
When you teleport, increase the distance of your teleport by 1. You must be wielding the dagger to benefit from this property.
Utility Power
(Teleportation)
 Daily
(Minor Action)
Effect:
You teleport up to 10 squares to a square adjacent to the last creature cut by the dagger.
H
UNTER
S
S
KINNER
 
These wickedly-sharp knives are wielded by the elven rangers of the Harken Forest.
Hunter
s Skinner
 Level 3+ Uncommon
Dancing beasts are carved across the surface of this razor-sharp skinning knife.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
 
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
 
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
 
Weapon:
dagger
Enhancement Bonus:
attack rolls and damage rolls
Critical:
+1d6 damage per plus
Property
The dagger
s enhancement bonus is +1 higher when used to attack beasts (maximum +6).
Utility Power
 
 Daily
 (short rest)
Effect:
You skin a recently slain beast to fashion a magical cape; a process taking 5 minutes. The beast must have been slain within the last hour. The cape does not occupy a slot when worn. Only one cape may be worn by a single creature at a time. Using the cape is a minor action that consumes the cape. The cape
s powers are determined by the type of beast that was skinned:
Elemental:
Gain resist 10 cold, fire, thunder or lightning until the end of your next turn.
Fey:
Gain a +2 bonus to saves versus sleep and charm effects until the end of your next turn.
Immortal:
Regain a spent healing surge.
Natural:
Gain a +5 item bonus to your next Athletics or Endurance check.

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