Dirks & Daggers
Dirks & Daggers
Introduction
The Dagger Author/Designer/Developer: Jonathan Duprée
Part One: Character Options Art Director: Jonathan Duprée
Artificer: Daggerwright Graphic Designer/Layout: Jonathan Duprée / The
Barbarian: Path of Blades Homebrewery, Darrin G. Scott (backgrounds)
Bard: College of the Piercing Light Cover Illustrator: Quinn McSherry / McSherry Illustration
Blood Hunter: Order of the Poisoned Blade Interior Illustrators: Bob Greyvenstein✝, Brian Despain*,
Cleric: Sacrifice Domain Claudio Pozas✝, Dave Allsop*, Dean Spencer✝, Dennis
Druid: Circle of the Infected Crabapple*, Dmitry Yakhovsky, Enmanuel Martinez✝, Eric
Fighter: Invisible Blade Lofgren✝, Eric Pommer✝, Eva Widermann*, F. Irving*, James
Lingering Soul: Calling of the Vengeful Spirit Zhang*, Jonathan Duprée, Kalman Andrasofszky*, Matt
Monk: Way of the Iron Soul Bulahao✝, Mitch Cotie*, Quinn McSherry, Ron Spencer*,
Paladin: Oath of the Symbol Carver Samantha Darcy✝, Scott Fischer*, Steve Prescott*, Storn
Prism: Agony Facet Cook✝, William O'Connor*
Pugilist: Dirty Dirk * - Art provided by DM's Guild Resources, used with permission
Ranger: Maruauder ✝ - Stock art provided through DriveThruRPG.com, used with permission
Rogue: Daggermaster
Rogue: Ghostly Killer
Sorcerer: Vital Source Playtesters:
Warlock: The Athame Andy Manno, Chad Hueston, Chris Choate, Chris Edwards,
Wizard: School of Macharomancy Eli Damatov, Jenn Yeh, Jeremy Bzowy, Jeremy Wilbur, John
Shaff, Joseph Orbik III, Kate Choate, Kate Goin, Kevin
Part Two: Feats Freeman, Kevin Gibson, Kyle Rogers, Lara Dupree,
Part Three: Magic Items Stephanie Szabo, Steve Veenema, Timothy Swihart
Part Four: Spells Created for
Dungeons & Dragons 5th Edition by Wizards of the Coast
Part Five: Monsters and release/publication on the DM's Guild website. All rights
Chitine reserved to Wizards of the Coast and Jonathan Dupree.
Clockwork Horror Images copyright of Jonathan Dupree or used with
Darkling, Dark Stalker permission of the original artists.
Demon, Jovoc
Doppelganger Assassin On the Cover
Dread Blossom Swarm
Fomorian Butcher The daggermaster Patrick Mardigan holding you up for every
Fomorian Cackler clink of coin you've got on you.
Goblin Blackblade
Goblin Bruiser
Goblin Cutter
Goblin Thorn Priest
Minotaur Diabolist
Rake
Spider, Bladed
Umbraleth
Appendix A: Nonplayer Characters
Appendix B: Self Promotion
Introduction
D
AGGERS ARE THE MOST, IF NOT THE Defensive. A weapon with the defensive trait grants you a
most common weapons available. A dagger has +1 bonus to AC while you wield the weapon in one hand and
a low price point, a miniscule weight, and a wield another melee weapon in your other hand. Wielding
variety of ways it can be used. You can fight with more than one defensive weapon does not increase this
just one or hold one in each of your hands. You bonus. If you are gaining a bonus to AC from a shield, you do
can throw them. You can use them to prize open not gain the bonus to AC from this trait.
things or to work as a make-shift piton. Double. A double weapon has two parts of the weapon that
Some folks might use a dagger as a utensil when eating or can be used independently or in tandum. Weapons with this
as a tool to pin a note to a door. Some adventurers might property will have two damage types listed seperated by a
carry a handful of daggers on their person on ornate belts slash. For the purposes of two-weapon fighting, either end of
and bandoliers or hidden away in secret sheathes. The use of the weapon can be treated as off-hand and both are treated as
these weapons is narratively seen as very exciting, but the light for those purposes.
truth of the matter is that the mechanics of using a dagger Keen. This weapon increases the likelihood of scoring a
rarely reflect this. critical hit by 1. For example, if you would normally score a
The primary goal of this rules expansion to the Fifth critical hit on a weapon attack roll of 19 or 20, you now score
Edition of Dungeons & Dragons is to make using daggers a critical hit on a weapon attack roll of 18, 19, or 20.
exciting and rewarding for Player Characters and for Monk. Weapons with the Monk weapon property are
Dungeon Masters as well. added to the list of weapons on the Monk class proficiency
list.
Rogue. Weapons with the Rogue weapon property are
Using this Book added to the list of weapons on the Rogue class proficiency
The primary goal of this book is to offer options for both list.
players and Dungeon Masters that are uniquely focused on Special. A weapon with the special property has unusual
daggers. In the Introduction, the dagger is discussed in detail rules governing its use, explained in the weapon’s description
and new options for daggers are presented. Part One offers (see "Special Weapons" later in this section).
character options that expand on those offered in the Player's
Handbook and focus on the use of daggers. Part Two
presents new feat options for characters that allow further
specialization with daggers. Part Three is a collection of
magical daggers and items that have a connection to daggers.
Part Four offers new spells for player characters and
monsters to use in conjuction with a dagger. Part Five hosts a
gathering of monsters and NPCs that are known for the use
of daggers.
The Dagger
Many weapons used in the worlds of Dungeons & Dragons
are considered daggers. The weapons featured below are all
considered to be daggers. If a feature requires a dagger for
use, it can be used with any of the weapons in the listing
below. Some of the weapons listed are presented in the
Player's Handbook and are not treated as daggers
(specifically the sickle and club) in the core rules. Check with
your Dungeon Master to ensure these weapons can be used
in the way outlined in this book.
Functionally, all of the weapons below should be treated as
having a special weapon property that states that they are a
dagger.
New Weapon Properties
Many weapons have special properties related to their use, as
shown in the Weapons table. These traits are in addition to
the Weapon Properties listed in the Player's Handbook.
Brutal. When you hit with an attack made with advantage
using a weapon with this property, you roll a second weapon
damage dice and use the higher of the two rolls.
A
LL TYPES OF HEROES AND VILLAINS USE
daggers. Some use them as intended, for close-
range stabbing, but the dagger can be used in a
variety of other ways. It can serve as a focus for
spellcasting, combat styles, and techniques.
This section provides a variety of new options
for player characters that want to use daggers,
with a single additional subclass for each of the classes in the
Player's Handbook, as well as the Artificer class.
Each class offers a character-defining choice at 1st, 2nd, or
3rd level that unlocks a series of special features, not
available to the class as a whole. That choice is called a
subclass. Each class has a collective term that describes its
subclasses: in the bard, for instance, the subclasses are called
bardic colleges, and in the rogue, they’re roguish archetypes.
The table below identifies each of the subclasses in this
supplement, all of which focus on the use of the dagger. The
fighter section presents new Fighting Style options.
Subclasses
Class Subclass Level Available Description
Artificer Daggerwright 3rd Crafting the perfect dagger
Barbarian Path of Blades 3rd Focusing rage into the point of a dagger
Blood Hunter Order of the Poisoned Blade 3rd Committed to a rite of venom
Bard College of Piercing Light 3rd Focused on dazzling displays of sharp lights
Cleric Sacrifice 1st Giving everything for the betterment of others
Druid Circle of the Infected 2nd Coats daggers with primal diseases
Fighter Invisible Blade 3rd Hidden blades used in underhanded tactics
Lingering Soul Calling of the Vengeful Ghost 1st Dagger-bound soul intent on killing the living
Monk Way of the Iron Soul 3rd Mobile and up front style of fast dagger fighting
Paladin Oath of the Symbol Carver 3rd Holy warriors sworn to the written word
Prism Agony Facet 2nd Pain and fear focused through light
Pugilist Dirty Dirk 3rd Brawlers that use daggers for an edge in a fight
Ranger Marauder 3rd Deadly brigands who hunt in the wilds of the world
Rogue Daggermaster 3rd The name says it all: masters with daggers
Rogue Ghostly Killer 3rd Stealthy death-dealer that uses daggers
Sorcerer Vital Source 1st Uses magical blood to empower sorcerous magic
Warlock The Athame 1st Serves a dagger that grants eldritch power
Wizard School of Macharomancy 2nd The dagger is used as a keen spell focus
Primal Paths
At 3rd level, a barbarian gains the Primal Path feature. The
following option is available to a barbarian, in addition to
those offered in the Player’s Handbook: Path of Blades.
Path of Blades
One of the earliest implements of warcraft was the blade. In
its most primal state, it is used for stabbbing and slashing. In
the wild, blades can be found in many things, be it a jagged
stone or a rose's thorn. You have mastered the nature of
blades.
Path of Blades Features
Barbarian Level Features
3rd Blade Furor, One With the Blade
6th Unbending
10th Blade Maelstrom
14th Impaling Blade
Blade Furor
Beginning at 3rd level, you learn to get in more cuts and stabs
with your daggers. Whenever you make a melee weapon
attack with a dagger while you have advantage and both rolls
would result in a hit, you deal additional damage equal to the
dagger's weapon damage dice. Additionally, you gain a bonus
equal to your proficiency bonus to weapon damage rolls
made with daggers while you are raging.
One With the Blade
Additionally at 3rd level, any thrown magical dagger returns
back to your hand after completing the ranged weapon attack
if you have an open hand free to hold it.
Bonus Cantrips
Bard At 3rd level, you gain the following cantrips: light, sacred
“Some folks like to lead from the back, telling others what flame, and word of radiance. When you cast these spells, you
they should and shouldn't do. That's fine, if people will listen can replace all material components of the spell with a
to 'em. I much prefer to show people a bright light to follow.” dagger.
- Llelevos
Bonus Proficiencies
Bards are usually the members of the group that bring At 3rd level, you gain proficiency with medium armor and
levity through tale and song. They are able to inspire allies shields.
and help where help is needed. It's good to have a bard in
your party as you travel the world as a bunch of serious and Shield of Light
grity warriors aren't the best to recount the tales of how a Additionally at 3rd level, your inspiration brings a welling of
dragon was felled. light to those who receive it. Any creature that has one of
your bardic inspiration die sheds bright light in a 20-foot
radius and dim light for an additional 20 feet. When the
Bard Colleges creature would spend the dice, you gain temporary hit points
At 3rd level, a hard gains the Bard College feature. The equal to the rolled number + your Charisma modifier. These
following options are available to a bard, in addition to those temporary hit points last for 24 hours. If another creature
offered in the Player’s Handbook: College of the Piercing rolls its bardic inspiration dice while you have temporary hit
Light. points from this feature, you gain additional temporary hit
points equal to the new roll. As long as you have temporary
hit points from this feature, you shed bright light in a 10-foot
radius and dim light for an additional 10 feet.
Warp Light
At 6th level, you gain the ability to step from one source of
light through to another. When you are within 5 feet of a
source of bright light, as a bonus action you can teleport up to
60 feet to an unoccupied space you can see that is also
adjacent to a source of bright light.
Purified Radiance
At 14th level, you have learned to augment your radiant light
with greater power. You can use the following augmentations
on the listed cantrips:
Light. The bright light emanating from the object targeted
by this cantrip is now 50 feet and the dim light is an
additional 50 feet instead of the normal 20 foot increments.
Sacred Flame. When you cast this cantrip, it can instead
target each creature in a 5-foot wide, 30-foot long line
emanating from you.
Word of Radiance. When you cast this cantrip, it has a
range of 15 feet instead of 5 feet.
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Bonus Proficiencies
When you join this order at 3rd level, you gain proficiency
with the Stealth skill and the poisoner’s kit.
Rite of the Fang
When you join this order at 3rd level, you learn the primal rite
Rite of the Fang (detailed below).
Rite of the Fang. Your rite damage is poison type. While
this rite is active, you gain the following benefits:
• If you hit a creature that resists poison damage with your
Rite of the Fang, your rite damage ignores this resistance.
• If you use a dagger with this rite, any creature you hit that
is not resistant or immune to poison damage suffers
additional poison damage equal to your Intelligence modifier.
DIRKS & DAGGERS
12 Illus. Kalman Andrasofszky
Sacrificial Dagger
Also at 1st level, you take up a dagger as your holy symbol
and implement for your rites and prayers. You can make a
single dagger your sacrificial dagger by performing a 10
minute ritual with the dagger. You can use your sacrificial
dagger as a divine focus for your cleric spells. You can use
your spellcasting ability instead of Strength or Dexterity for
the attack and damage rolls of weapon attacks using your
Cleric sacrificial dagger. Additionally, if your sacrifical dagger is a
"A true ally is prepared to make the greatest of sacrifices for magic item that grants you a bonus to weapon attack and
his friends." damage rolls, the same bonus is also applied to spell attack
- Melik Daefir and spell save DCs.
Clerics are representatives of the gods and the divine powers. Self Sacrifice
They are wandering priests with the goal of alleviating the At 1st level, you can sacrifice a bit of yourself to empower
suffering of others even at a cost to themselves. your spells. When you cast a spell, you can expend one or
more Hit Dice and increase the damage or healing granted by
the spell by an amount equal to 1d8 per Hit Dice expended.
Divine Domains The maximum number of Hit Dice you can expend in this
At 1st level, a cleric gains the Divine Domain feature. The way on any single spell is equal to half your level (rounded
following option is available to a cleric, in addition to those up).
offered in the Player’s Handbook: Sacrifice Domain.
Channel Divinity: Willing Sacrifice
Sacrifice Domain Starting at 2nd level, you can allow for a willing creature to
sacrifice a bit of itself for you. As an action, one willing
The gods of sacrifice expect payment for anything, be it a creature you can touch can expend one or more Hit Dice and
benefit for the priest and the followers of the deity or simply you gain a number of Hit Dice equal to the amount the
for good fortune that is had. In the deepest respect, this creature expended. If you would gain more Hit Dice than your
sacrifice is a sacrifice of forfeit. maximum number of Hit Dice, any additional Hit Dice above
Sacrifice Domain Features this maximum last until you complete a long rest.
Cleric Level Spells
Channel Divinity: Unwilling Sacrifice
1st Sacrificial Dagger, Self Sacrifice Starting at 6th level, you can draw the life force from a
2nd Willing Sacrifice creature you defeat in combat. When you reduce a hostile
creature to 0 hit points, you gain a number of Hit Dice equal
6th Unwilling Sacrifice to one-half the creature's Challenge Rating (minimum 1). If
8th Divine Strike you would gain more Hit Dice than your maximum number of
17th Ultimate Sacrifice
Hit Dice, any additional Hit Dice above this maximum last
until you complete a long rest.
Domain Spells Divine Strike
You gain domain spells at the cleric levels listed in the At 8th level, you gain the ability to infuse your weapon strikes
Sacrifice Domain Spells table. See the Divine Domain class with divine energy. Once on each of your turns when you hit a
feature for how domain spells work. creature with a weapon attack, you can cause the attack to
Sacrifice Domain Spells deal an extra 1d8 damage of the same type dealt by the
Cleric Level Features
weapon to the target. You instead deal an extra 2d6 damage
of the same type if you use your Sacrificial Dagger. When you
1st false life, ice knife* reach 14th level, the extra damage increases to 2d8 or 4d6
3rd gentle repose, stabbing fear with your Sacrificial Dagger.
5th feign death, life transference* Ultimate Sacrifice
7th banishment, summon greater demon* Starting at 17th level, when you are reduced to 0 hit points,
9th danse macabre*, negative energy flood*
you can expend any number of Hit Dice to evoke healing
energy from your own sacrifice that can restore a number of
hit points equal to five times the number of Hit Dice
* - Xanathar's Guide to Everything expended. Choose any creatures besides yourself within 30
✝ - Part Four: Spells feet of you, and divide those hit points among them.
DIRKS & DAGGERS
Illus. Jonathan Dupree 13
regard to your own senses. When you cast a spell with a
range of touch, you can cast the spell as if you were in the
creature's space. The creature must be within 100 feet of you
to use this feature.
You can use each of these features a number of times equal
to 2 + your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.
Plague Control
Additionally at 2nd level, you can manipulate diseases and
poisons using your own infection. As an action, you can
expend 1 hit dice to cure a creature you can touch of one
disease or neutralize one poison affecting it. You can cure
multiple diseases and neutralize multiple poisons with a
single use of Plague Control, expending hit dice separately
Druid for each one. You gain 5 temporary hit points for each
"Just give me some time, and I'll worm my way into your disease or poison neutralized in this way.
pathetic heart."
- Finkas Pernicious Infections
At 6th level, your spells and features ignore immunity to
Druids are servents of nature, from the very large trees and diseases and the poisoned condition.
beasts to the microscopic insects and bacteria. Every
creature, flora or fauna, has its place in the world and there's Viral Detonation
a balance between life and death. At 10th level, you gain the following two features:
Curative Pathogen. You can use a bonus action to expend
one spell slot and target either yourself or a creature with
Druid Circles your Symbiotic Infection within 100 feet. The target regains
At 2nd level, a druid gains the Druidic Circle feature. The 1d8 hit points per level of the spell slot expended.
following option is available to a druid, in addition to those Hungering Pustule. You can use a bonus action to expend
offered in the Player’s Handbook: Circle of the Infected. one spell slot to force one creatue
with your Malignant Infection
Circle of the Infected within 100 feet to make a
Constitution saving throw. On a
Druids are tethered to the primal world more so than any failure, the creature takes 1d8 +
other class. This is usually represented in the predatory your Wisdom modifier damage
creatures who can fight and protect the wilds. There is no at the start of its turn for a
deadlier predator in nature than disease. number of turns equal to
Circle of the Infected Features the level of the spell slot
Druid Level Features
expended.
2nd Infections, Plague Control Mutated Infections
6th Pernicious Infections At 14th level, your infection
grows stronger and gain
10th Viral Detonation these additional features:
14th Mutated Infections Malignent Infection.
Until the disease is cured,
Infections the creature has
When you choose this circle at 2nd level, you become a host Disadvantage on Strength,
for disease. The infestation flowing through you makes you Dexterity, and Constitution
immune to disease. Additionally, you gain the following two saving throws made against
features: your spells and features.
Malignant Infection. When you hit a creature with a Symbiotic Infection. When
dagger or natural attack that deals piercing or slashing you cast a spell with a range of
damage, the creature contracts a Malign Infection. This is a "Self", you can instead cast the
disease that lasts for 24 hours. Until the disease is cured, the spell as if you were this
target's speed is reduced by 10 feet. creature as long as it is within
Symbiotic Infection. You touch a willing creature and it 100 feet of you.
contracts a Symbiotic Infection. Until this disease is cured,
you can communicate with the creature telepathically if it is
within 100 feet of you. As an action, you can see through the
creature's eyes and hear what it hears until the start of your
next turn. During this time, you are deaf and blind with
DIRKS & DAGGERS
14 Illus. Bob Greyvenstein
Invisible Blade Features
Fighter Level Features
3rd Dagger Sneak Attack, Unarmored Defense
7th Bonus Proficiencies
10th Uncanny Dodge
15th Bleeding Wound
18th Dagger Flurry
Dagger Bound
When you select this calling at 1st level, it effects your Spirit
Binding class feature. The object you select must be a dagger.
You can physically carry and use the dagger you are bound to.
The dagger cannot be destroyed while you are bound to it.
You can return your bound dagger to you as a bonus action or
reaction in response to it being used.
Additionally, you are proficient with all daggers.
DIRKS & DAGGERS
16 Illus. Jonathan Dupree
Way of the Iron Soul
A monk that is taught to be as focused and strudy as a dagger.
Devotees of this Way often come from common stock, taught
to defend themselves with whatever weapons they have on
hand. As with most monk traditions, there is a strength in the
simplicity of the dagger.
Way of the Iron Soul Features
Monk Level Features
3rd Dagger Techniques, Mental Arsenal
6th Iron Heart Resilience
11th Echo of Iron
Monk 17th Immortal Iron
"So simple and yet elegent. I cannot think of a more perfect Dagger Techniques
weapon." Starting when you choose this tradition at 3rd level, you
- Eliza Acaster enhance your ki features when they are used with a dagger.
A number of different weapons that monks specialize in are The ki features are changed as follows:
considered daggers. The nature of a combatant who fights Flurry of Blows. You can make two dagger attacks instead
with fists alone is not a far step from one who moves into the of two unarmed strikes when you use this feature. If you hit
fray with flourishing daggers. with both of these attacks, the target cannot take the
Disengage action or make opportunity attacks until the start
of your next turn.
Monastic Tradition Patient Defense. When you use this feature and a
creature hits you with a melee attack, you can use your
At 3rd level, a monk gains the Monastic Tradition feature. The reaction to make a melee weapon attack with a dagger you
following option is available to a monk, in addition to those are wielding against the creature.
offered in the Player’s Handbook: Way of the Iron Soul. Step of the Wind. If you are wielding a dagger when you
use this feature, you gain a +2 bonus to AC until the start of
your next turn.
Mental Arsenal
Additionally at 3rd level, while you are wielding a dagger, you
gain a +1 bonus to AC.
Iron Heart Resilience
At 6th level, you can anchor yourself against negative effects.
If you would be allowed to make a saving throw to end an
effect on you at the end of your turn, you can instead make a
saving throw at the beginning of your turn to end that effect.
Echo of Iron
At 11th level, you learn to intercede your dagger between
yourself and an attack and cause a painful recoil to your
attacker. When you are hit by a melee weapon attack, you can
use your reaction and spend 2 ki points to roll a d12. Add
your Dexterity modifier to the number rolled, and reduce the
damage by the total. The attacking creature must make a
Constitution saving throw or take thunder damage equal to
the total.
Immortal Iron
At 17th level, you can draw on your reserves of ki to survive
beyond death. At the beginning of your turn while at 0 hit
points and before you would make a death saving throw, you
can immediately regain a number of hit points equal to your
Monk level + your Constitution modifier. You cannot take
actions during the same turn. You must finish a long rest
before you can use this feature again.
Bonus Proficiencies
When you choose this fight club at 3rd level, you gain
proficiency with the Acrobatics skill if you don’t already have
it. If you do, you gain proficiency in your choice of the Sleight
of Hand or Stealth skill.
Additionally, you gain proficiency with all daggers and treat
them as a pugilist weapons.
Dirty Attack
Beginning when you choose this fight club at 3rd level, you've
learned to make the most of any advantage that you have in a
fight. Once per turn, you can deal extra damage equal to your
proficiency bonus when you hit with a weapon attack made
with a dagger if you have advantage on the attack roll. You
don’t need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn’t incapacitated,
and you don’t have disadvantage on the attack roll.
DIRKS & DAGGERS
20 Illus. Jonathan Dupree
Marauder
Fierce, fast, and hard-hitting, you are skilled at fighting with
daggers and tracking down your prey. You're faster than other
characters, but you're not interested in outrunning trouble;
you go looking for it.
Marauder Features
Ranger Level Features
3rd Marauder Tactics
7th Primal Tracking
11th Fleet of Foot
Ranger 15th Marauder's Dodge
"Keep up. We're right on his tail." Marauder Tactics
- Jinad the Hunter Beginning at 3rd level, you master three techniques that you
Rangers are keen hunters attuned to the primal world. As can use during combat.
such, they are not unfamiliar with the dagger as a basic tool Cutting Steps. When you take the Dash or Disengage
for fighting and for utility. action, you can make a dagger attack as a bonus action
during that turn.
Finishing Blade. When you make a weapon attack with a
Ranger Archetypes dagger that is either a critical hit or reduces a creature to 0
hit points, you can immediately make a weapon attack with a
At 3rd level, a ranger gains the Ranger Archetype feature. The dagger.
following option is available to a ranger, in addition to those Marauder's Rush. If you move at least 20 feet towards a
offered in the Player’s Handbook: Maruader. creature before making a melee attack with a dagger and you
hit, you can immediately make a Shove attack as a part of the
same action.
Primal Tracking
Beginning at 7th level, you can focus your senses on one
creature you've hit with a dagger. As a bonus action, ou
designate one creature you can see within 60 feet of you that
you have hit with a dagger since the beginning of your last
turn as the target of this feature. For 1 hour, you always know
the target's location, but only while the two of you are on the
same plane of existence. While you have this knowledge, the
target cannot become hidden from you, and if it’s invisible, it
gains no benefit from that condition against you.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Fleet of Foot
At 11th level, your walking speed increases by 10 feet. This
bonus increases to 30 feet if you are moving directly towards
a creature that you have targeted with your Primal Tracking
feature.
Marauder's Dodge
At 15th level, when an attacker that you can see hits you with
an attack, you can use your reaction to halve the attack’s
damage against you. If the attacker is the target of your
Primal Tracking feature, you can use this feature once per
turn without using your reaction.
Daggermaster's Strike
Beginning at 3rd level, you learn to incorporate a number of
different daggers into your fighting style. Before making an
attack, you may sheathe a dagger and draw a different one as
a part of the attack. This does not include donning or doffing
a shield. Additionally, your attacks with daggers have an
additional effect based on the type of damage dealt with it.
Bludgeoning. Whenever you have advantage on an attack
roll you make with a dagger that deals bludgeoning damage
and hit, you can move the target 5 feet in a direction of your
choice if the lower of the two d20 rolls would also hit the
target.
Piercing. Whenever you have advantage on an attack roll
you make with a dagger that deals piercing damage and hit,
you gain a +1 bonus to your AC when the hit creature attacks
you if the lower of the two d20 rolls would also hit the target.
DIRKS & DAGGERS
22 Illus. Forrest Imel
Ghostly Killer Enshroud
Ghostly killers are dangerous rogues who use a dagger to Also at 3rd level, when you Hide as an action (not as a bonus
pierce the veil of the Ethereal and use it to empower their action from Cunning Action), Wisdom (Perception) checks
attacks with obscuring magics. With this close connection to made to see you have disadvantage and you have advantage
these secrets and hidden magics, ghostly killers can hide on your Dexterity (Stealth) check made to hide.
themselves as well. Ghostly Mask
Ghostly Killer Features At 9th level, you've learned how to cause the ethereal to
Rogue Level Features conceal you. After an attack misses you, you can use your
reaction to cause all attacks made against you to have
3rd Stifling Dagger, Enshroud Disadvantage until the end of your next turn.
9th Ghostly Mask
Improved Enshroud
13th Improved Enshroud Also at 13th level, you gain the benefits of your Enshroud
17th Life-Ending Strike class feature even when you hide as a bonus action using the
Cunning Action class feature.
Stifling Dagger
At 3rd level, you gain the ghost knife cantrip (this spell can be Life-Ending Strike
found in Part 4: Spells). Intelligence is your spellcasting Starting at 17th level, your weapon attacks with daggers
ability for this spell. Additionally, any creature you hit with a score a critical hit on a roll of 18-20 and you deal an
dagger weapon attack has its speed reduced by 10 feet until additional 5d6 damage on critical hits with daggersif you
the start of your next turn. have advantage on the attack roll or the target is within 5 feet
of another enemy of it.
Dagger Pact
Starting at 1st level when you choose this pact, you create a
special black-handled dagger called an athame and forge a
pact with it. The athame deals 1d4 piercing or slashing
Warlock damage and has the following properties: Brutal, Finesse,
Light, Keen (see page 4). Additionally, when you attack an
"This blade is the key to great power. The threads that bind incapacitated creature with an athame and hit, maximize
us can be spun or cut with it." your weapon damage dice against the target. You can use
- Gwenvalia Silverkin your athame as a spell focus. The athame has a magic bonus
to attack and damage rolls equal to half your proficiency
Where a sorcerer has the innate power of magic in their bonus (rounded down).
blood, bards and wizards pick up the arcane arts by study and
practice, warlocks find entities that already have the power Etheric Fire
and are willing to give it out. Also at 1st level, you deal additional fire damage with your
athame when you make a weapon attack and hit with it. Once
Otherworldly Patrons per turn, your athame deals an additional 1d6 fire damage.
This damage increases by 1d6 when you reach 5th level
At 1st level, a warlock gains the Otherworldly Patron feature. (2d6), 11th level (3d6), and 17th level (4d6).
The following option is available to a warlock, in addition to
those offered in the Player’s Handbook: The Athame. Improved Pact
At 6th level, your chosen Pact Boon is empowered based on
The Athame the one you selected at 3rd level. Your Pact Boon class
An athame is a ceremonial dagger used by witches and feature gains the following effect:
warlocks as a key instrument in performing magic and Pact of the Chain. When you take the Attack or Cast a
witchcraft. Warlocks that focus on the athame as their patron Spell action during your turn while wielding your athame,
are unlike others in that they forge their pact with the craft you can use your bonus action to allow your familiar to make
itself and not an entity that would hold power over them. one attack of its own.
Pact of the Blade. Your pact weapon is your athame and
The Athame Features you create a second identical dagger called a boline that has
Warlock Level Features a white handle. The pair of daggers is considered your pact
weapon. When you engage in two-weapon fighting with your
1st Expanded Spell List, Dagger Pact,
Etheric Fire
pact weapons, you can add your ability modifier to the
damage of the second attack.
6th Improved Pact Pact of the Tome. Cantrips you cast that deal damage deal
10th Invoker's Chalice an additional 1d6 fire damage on a hit. This damage changes
type if your Etheric Fire feature's damage type changes.
14th Calling the Quarters
Invoker's Chalice
Expanded Spell List At 10th level, you create a chalice used in your invocations.
The Athame lets you choose from an expanded list of spells Choose one invocation that you meet the prerequisites for
when you learn a warlock spell. The following spells are and that does not have a prequisite requiring a specific pact,
added to the warlock spell list for you. feature, spell, or cantrip. You gain this invocation as long as
you have your invoker's chalice. During a short rest, you can
replace this invocation for any other invocation that does not
have a prequisite requiring a specific pact or cantrip
Calling the Quarters
At 14th level, you can change the extra damage dealt with
your Etheric Fire feature as a bonus action to either acid,
cold, force, lightning, poison, or thunder.
A
S A CHARACTER LEVELS UP DURING A • You have advantage on melee attacks made with a dagger
campaign, it gains features through their class while you are grappled against the creature that has you
and also can increase ability scores to show grappled. You do not have disadvantage on attacks made with
growth. Some DMs also allow the use of feats daggers while prone or restrained.
to customize characters, using the optional rule • You deal an additional 1d4 damage with melee weapon
presented in Chapter 6 of the Player's attacks using daggers against creatures that have you
Handbook. The options presented in this book grappled or restrained or against a creature that you are
deal with daggers and their use and increase the ability for a grappling or that is prone.
character to use the normally underwhelming weapons to
greater effect. Hidden Blade
Prerequisite: Proficiency in Sleight of Hand
Bladed Defense You gain the following benefits:
Prerequisite: Proficiency in Acrobatics • You can always draw or stow a dagger as a part of any
You gain the following benefits: action, bonus action, or reaction. You can attempt to conceal
• As a bonus action while you are wearing no armor or light a dagger on your person as a bonus action. Additionally, You
armor and you are wielding a dagger, you can designate one have advantage on opportunity attack rolls made with a
creature you can see with this feature. You gain a +1 bonus to dagger that was concealed on your person that you draw as
AC against attacks made by the target creature. This benefit part of the reaction.
lasts as long as you are wielding a dagger and until you select • You have advantage on Sleight of Hand checks made to
another creature with this feature. conceal a dagger on your person. Additionally, ability checks
• When you provoke an opportunity attack and the creature made to find daggers on your person are made with
misses with the attack, you can make a free shove attack disadvantage.
against the creature. • When you hit a creature with a melee weapon attack using a
• When you take the Disengage action, your speed increases dagger while an allied creature is within 5 feet of the target,
by 10 feet. the hit creature has disadvantage on the next attack roll it
makes against you before the end of its next turn.
Close-Quarters Combat
You gain the following benefits: Knife Fighter
• When a creature you can see targets you with an attack that Prerequisite: Dexterity 13 or higher
would grapple or restrain you while you have a dagger You gain the following benefits:
equipped, the creature provokes an opportunity attack from • Once per turn when you would make a melee attack while
you. you have a dagger in each hand, you may instead make a
single attack using both daggers. Attacking in this way is
identical to a normal attack with a dagger, except that the
weapon damage is increased by the off-hand dagger's weapon
damage dice.
• Once per turn when you would make a ranged weapon
attack using a dagger, you may throw an additional dagger as
a part of the attack. If the attack hits, you deal additional
damage equal to the additional dagger's weapon damage
dice.
• Whenever you would draw or stow a dagger, you may draw
or stow two daggers instead.
Knife Hands
Prerequisite: Strength 13 or higher
You gain the following benefits:
• You can hold objects in hands that are already holding a
dagger. You cannot hold another weapon or a shield in this
way.
• While you have a dagger in each hand, you have a climb
speed equal to your walking speed. Additionally, while you
have a dagger in each hand, movement while crawling does
not cost you any additional speed.
• A creature that makes an attack with Disadvantage against
you and hits you while you have a dagger in each hand
provokes an opportunity attack from you.
T
HE MOST COMMON WAY TO MAKE Gem Blade
daggers more powerful is by granting them Weapon (dagger), rare (requires attunement)
potent magical enhancements. The Dungeon The blade or bludgeon of this dagger is made out of a rare
Master’s Guide includes a number of magic gemstone. You have a +1 bonus to attack and damage rolls
items that can be found all throughout the made with a gem blade. When you hit with an attack using
multiverse, and a few of them just so happen to this magic dagger, the target takes an extra 1d6 damage. The
be daggers. The ones presented in this book type for this extra damage is determined by what gemstone
are all daggers or are dagger-related. the dagger is made of. The DM chooses the gemstone the
dagger is made of or determines it randomly.
Armor Piercing Dagger
Weapon (dagger that deals piercing damage), rare d10 Result Gemstone Damage Type
This dagger You gain a +1 bonus to attack and damage rolls 1 Amethyst Psychic
made with this dagger. This bonus increases to +3 if the
attack is made against a creature that is wearing Medium or 2 Aquamarine Cold
Heavy armor. 3 Diamond Force
4 Emerald Poison
Blade of Banishing
Weapon (dagger), very rare (requires attunement) 5 Jade Acid
This dagger has planar glyphs all about it and it is filled with 6 Onyx Necrotic
planar magics. When you roll a 20 on an attack roll made
with this weapon, your weapon crackles with force, and the 7 Pearl Radiant
attack deals an extra 5d10 force damage to the target. 8 Ruby Fire
Additionally, if this attack reduces the target to 50 hit points 9 Sapphire Lightning
or fewer, you banish it. If the target is native to a different
plane of existence than the one you’re on, the target 10 Topaz Thunder
disappears, returning to its home plane. If the target is native
to the plane you’re on, the creature vanishes into a harmless Lash Knife
demiplane. While there, the target is incapacitated. It remains Weapon (dagger that deals either piercing or slashing
there for 1 minute, at which point the target reappears in the damage), rare (requires attunement)
space it left or in the nearest unoccupied space if that space This dagger has a serpentine hilt with a rune-covered blade.
is occupied. You gain a +2 bonus to attack and damage rolls made with
this dagger. As a bonus action, you can turn the blade into a
Druid's Cudgel writhing serpent, increasing the weapon's reach by 5 feet.
Weapon (dagger that deals bludgeoning damage), uncommon Additionally, you can decide to have the weapon deal poison
(requires attunement) damage instead of its regular damage type.
While you are attuned to this weapon, you can cast the
cantrip shillelagh, but it can be used only to target this
weapon.
M
AGIC IS IMPORTANT TO MANY OF
the character classes of Dungeons & Spell Lists
Dragons. For these classes, there are The following spell lists show which spells can be cast by
options that allow the caster to move characters of each class. A spell’s school of magic is noted in
magic through a dagger or to use spells parentheses. If a spell can be cast as a ritual, the ritual tag
paired with such weapons in efficient also appears in the parentheses.
and deadly ways.
S
OME CREATURES ARE BORN WITH
dagger-like appendages, while others have an
affinity with using these edged weapons. The
following section is a bestiary for Dungeon Chitine
Masters to use if they want interesting options for
new creatures or creatures from other sources Small monstrosity, chaotic evil
that have a clear focus on daggers. Armor Class 14 (webbing armor)
Hit Points 14 (4d6)
Chitine Speed 30 ft., climb 20 ft.
Deep in the Underdark, a number of magical monstrosities
crafted by the dark magics of the drow lurk. Chitines are STR DEX CON INT WIS CHA
spiderlike humanoids who lurk the lonely tunnels in search of 10 (+0) 15 (+2) 12 (+1) 12 (+1) 11 (+0) 7 (-2)
prey or tools of interest. They are only slightly larger than
goblins, with four long arms with extra joints. They have Skills Athletics +4, Stealth +6
mottled pale gray skin and humanlike faces, but they have Senses Senses darkvision 120 ft., passive
spiderlike mandibles growing out where teeth would be. Perception 10
Arachnid Origins. Chitines can create webbing like a Languages Undercommon
spider can and use it to craft much in the same way that Challenge 1/2 (100 XP)
humans utilize stone or wood. They spin the webbing from
spinnerets located in their bellies and use the webbing as Sunlight Sensitivity. While in sunlight, the chitine
materials for a number of things ranging from their homes to has disadvantage on attack rolls, as well as on
the armor they wear. They secret an oil that keeps them from Wisdom (Perception) checks that rely on sight.
becoming stuck in webbing and their hands and feet end in
clawed digits that help them skitter across the rocky floors, Spider Climb. The chitine can climb difficult
walls, and ceilings of the Underdark. surfaces, including upside down on ceilings,
Ambushes and Trap. Chitines prefer to catch their prey off without needing to make an ability check.
guard and utilize webbing traps to get the jump on a fight Web Walker. The chitine ignores movement
before moving in with knives out. They have a natural affinity restrictions caused by webbing.
for daggers because they're light weapons that don't interfere
with their climbing and can be used to better work masses of Actions
webbing to a desired shape. Multiattack. The chitine makes three melee attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5ft. or 20/60 ft., one target. Hit 4 (1d4 + 2)
piercing damage.
Actions
Razor Saw. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 8 (2d4 + 3)
Dark Stalker
Small fey, chaotic neutral
Actions
Multiattack. The jovoc makes two dagger claws
attacks
Dagger Claws. Melee Weapon Attack: +5 to hit,
reach 5ft., one target. Hit 5 (1d4 + 3) piercing
damage.
Variant: Summon Demon (1/Day). The demon
attempts a magical summoning. A jovoc has a 30
percent chance of summoning one jovoc. A
summoned demon appears in an unoccupied space
within 60 feet of its summoner, acts as an ally of its
summoner, and can't summon other demons. It
remains for 1 minute, until it or its summoner dies,
or until its summoner dismisses it as an action.
Actions
STR DEX CON INT WIS CHA Multiattack. The assassin makes two dagger attacks
11 (+0) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Dagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5ft. or range 20/60 ft., one target. Hit 6 (1d4 +
Saves Dex +7, Int +5 4) piercing damage and the target must make a DC 15
Skills Acrobatics +7, Deception +6, Insight +4, Constitution saving throw, taking 24 (7d6) poison
Perception +4, Stealth +11 damage on a failed save, or half as much damage on a
Condition Immunities charmed successful one.
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Thieves' cant Read Thoughts. The doppelganger magically reads the
Challenge 9 (5,000 XP) surface thoughts of one creature within 60 feet of it.
The effect can penetrate barriers, but 3 feet of wood or
Assassinate. During its first turn, the assassin has dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
advantage on attack rolls against any creature that of lead blocks it. While the target is in range, the
hasn't taken a turn. Any hit the assassin scores against doppelganger can continue reading its thoughts, as
a surprised creature is a critical hit. long as the doppelganger's concentration isn't broken
(as if concentrating on a spell). While reading the
Evasion. If the assassin is subjected to an effect that target's mind, the doppelganger has advantage on
allows it to make a Dexterity saving throw to take only Wisdom (Insight) and Charisma (Deception,
half damage, the assassin instead takes no damage if it Intimidation, and Persuasion) checks against the target.
succeeds on the saving throw,. and only half damage if
it fails. Reactions
Shapechanger. The doppelganger can use its action to Uncanny Dodge. The doppelganger assassin halves the
polymorph into a Small or Medium humanoid it has damage that it takes from an attack that hits it. The
seen, or back into its true form. Its statistics, other than doppelganger assassin must be able to see the
its size, are the same in each form. Any equipment it is attacker.
wearing or carrying isn't transformed. It reverts to its
true form if it dies.
Actions
Blood Drain. Melee Weapon Attack: +6 to hit, reach
0 ft., one creature in the swarm's space. Hit 5 (2d4
+ 3) piercing damage. If the target is affected by
the dread blossom swarm's poison pollen, the
target's hit point maximum is reduced by an
amount equal to half the damage taken. If this
effect reduces a creature's hit point maximum to 0,
the creature dies. This reduction to a creature's hit
point maximum lasts until the creature finishes a
long rest or until it is affected by a spell like greater
restoration.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
Goblin Cutter one target. Hit 4 (1d4 + 2)
Small humanoid (goblin), chaotic evil
Actions
Multiattack. The goblin makes one attack with each
of its sickles.
Sickle. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3) slashing damage.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 6 (1d4 + 4) slashing damage and
the target must make a DC 12 Constitution saving
throw, taking 17 (5d6) poison damage and
becoming poisoned for 1 minute on a failed save,
or half as much damage on a successful one. The
creature can repeat the saving through at the end
of each of its turns to remove the poisoned
condition.
Actions
Multiattack. The spider makes two dagger attacks
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 3) piercing damage and
the target must make a DC 12 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed
while poisoned in this way.
Reactions
Combined Attack. If the bladed spider is used as a
mount, it can perform the following reaction: When
the bladed spider's rider takes the attack action, the
bladed spider can use its reaction to make a dagger
attack.
Actions
Multiattack. The spider makes two dagger attacks
and one tentacles attack.
Dagger. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 9 (2d4 + 4) piercing damage. If the
target is a creature, it must succeed on a DC 13
Constitution saving throw or become diseased. The
disease has no effect for 1 minute and can be
removed by any magic that cures disease. After 1
minute, the diseased creature's skin becomes
translucent and slimy, the creature can't regain hit
points unless it is underwater, and the disease can
be removed only by heal or another disease-curing
spell of 6th level or higher. When the creature is
outside a body of water, it takes 6 (1d12) acid
damage every 10 minutes unless moisture is
applied to the skin before 10 minutes have passed.
Tentacles. Melee Weapon Attack: +7 to hit, reach
10 ft., one target. Hit: (3d6 + 4) bludgeoning
damage. If the target is a Large or smaller creature,
it is grappled (escape DC 15). Until this grapple
ends, the umbraleth has advantage on dagger attack
rolls against the grappled creature.
Reactions
Parry. The cloaked dancer adds 2 to its AC against
one melee attack that would hit it. To do so, the
cloaked dancer must see the attacker and be
wielding a melee weapon.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, Skills Sleight of Hand +7, Stealth +7
reach 5ft. or range 20/60 ft., one target. Hit: 6 (1d4 Senses passive Perception 10
+ 4) piercing damage. The daggermaster deals an Languages -
additional 4 damage on a critical hit. Challenge 1/2 (100 XP)
Reactions Cunning Action. On each of its turns, the lurk can
Uncanny Dodge. The daggermaster halves the use a bonus action to take the Dash, Disengage, or
damage that it takes from an attack that hits it. The Hide action.
daggermaster must be able to see the attacker.
Sneak Attack (1/Turn). The lurk deals an extra 7
(2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
Daggermasters are skilled combatants who have traits in the target is within 5 feet of an ally of the lurk that
common with assassins and master thieves but are focused isn't incapacitated and the lurk doesn't have
on close combat with knives. disadvantage on the attack roll.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage.
T
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