You are on page 1of 4

Cloak & Dagger presents seven magical weapons for use in your 4th Edition DUNGEONS AND DRAGONS

games, each with a unique utility power.

BLADE OF PAINFUL GAIN


Arkhosias dragonborn legionaries would often cut themselves with these blades before entering battle. Hence, a warriors experience could be measured by the number of cuts they had scarred into their forearms.
Blade of Painful Gain
Level 3+ Uncommon

CLOAKING DAGGER
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

COMMANDERS DIRK
These ceremonial daggers were awarded to generals who had valorously served the Empire of Nerath.
Commanders Dirk
Level 3+ Uncommon

This wickedly serrated blade bears the sigil of Arkhosias 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.

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.

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.

DAGGER OF DISCLOSURE 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

DIMENSIONAL DAGGER
The eladrin hunters of Ishimriel use these blades to mark their prey, ensuring they can never flee.
Dimensional Dagger
Level 3+ Uncommon

HUNTERS SKINNER
These wickedly-sharp knives are wielded by the elven rangers of the Harken Forest.
Hunters Skinner
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.

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.

Dancing beasts are carved across the surface of this razorsharp 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 daggers 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 capes 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.

SEEKERS AXE
These magical hand axes are most commonly given to dwarf messengers, who use them to navigate under the mountains.
Seekers Axe
Level 3+ Uncommon

An ornate compass is chiseled into the head of this ancient hand axe. 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: handaxe Enhancement Bonus: attack rolls and damage rolls Critical: +1d6 damage per plus Property While wielding the handaxe, you always know which direction is north. Because of this, you gain a +5 item bonus to skill checks made to navigate above and below ground. Utility Power Daily (Minor Action) Effect: You hurl the dagger into the air and call out the name of a person, item or location. When the axe lands, its head points directly towards the target. Special: If you name a person who has been cut by the axe, you may use this power once per encounter.

You might also like