The Dragon Pick

Magical Weapon, Simple Weapon, Melee Weapon, Unique (requires attunement)

This strangely designed knife has a long, curved edge but its point is rounded and short that it is nearly useless for stabbing. It is clearly a blade designed to slash and cut, not pierce. The metal seems to ripple and shift as one looks at it. Almost like it’s underwater or distorted by heat waves. The handle is made out of a bone or horn of some sort, though you’ve never been able to to determine what amimal it came from.


Damage. 1d4 slashing damage Attack Bonus. When attuned to this weapon, you gain a +1 bonus to attack and damage rolls made with this weapon.

Proficient. When attuned to this weapon, you are considered proficient and can add your proficiency modifier to your attack rolls with this weapon.

Finesse. 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.


SPECIAL PROPERTIES

Open. Once per day, you can use an action to use the key to open something… or someone. If the target is soething that’s designed to be opened, like a lock or a rusty gate, it simply opens silently. If the target is something that is NOT designed to be opened, such as a wall or crate, you must roll a DC 16 constitution save. On a save, an opening appears in the object. On a fail, the opening still appears but you take 1d6 force damage. If the target is a creature, both you and the creature must make a DC 16 constitution save. On a failure, the creature is “opened” and takes 2d12 damage. On a save, the creature resists the opening and takes half damage. If you fail the check, you take half of the damage that the creature takes. On a success you take no damage

Return to Sender. If you throw this weapon while attuned to it, it returns to your hand at the end of your turn. If your hand is occupied, it returns to its sheath instead.