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Dirks & Daggers

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100% found this document useful (2 votes)
520 views56 pages

Dirks & Daggers

Uploaded by

Rick Coolidge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table Of Contents Credits

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.

DIRKS & DAGGERS


4 Illus. Dean Spencer
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Baselard 2 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 20/60)
Baton 2 gp 1d4 bludgeoning 2 lb. Finesse, light, thrown (range 20/60)
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Push Dagger 5 gp 1d4 piercing 1 lb. Finesse, light, special
Sickle 1 gp 1d4 slashing 2 lb. Light
Sap 2 gp 1d4 bludgeoning 1 lb. Finesse, light, special
Simple Ranged Weapons
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Throwing Club 5 cp 1d4 bludgeoning 1/4 lb. Finesse, thrown (range 20/60)
Throwing Knife 5 cp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60)
Martial Melee Weapons
Balisong 5 gp 1d4 slashing 1 lb. Finesse, light, monk, rogue, special
Bayonet 5 gp 1d4 piercing 1 lb. Finesse, rogue, special
Combat Knife 35 gp 1d4 bludgeoning, piercing, or slashing 2 lb. Brutal, finesse, light, rogue
Dirk 75 gp 1d4 piercing 1 lb. Light, keen
Expandable Baton 5 gp 1d4 bludgeoning 1 lb. Finesse, light, monk, rogue, special
Hooked Knife 10 gp 1d4 slashing 2 lb. Light, monk, special
Jitte 15 gp 1d4 bludgeoning or piercing 2 lb. Finesse, light, special
Karambit 100 gp 1d4 slashing 1 lb. Finesse, keen, light, special
Katar 80 gp 1d4 piercing 2 lb. Finesse, keen, light, monk, special
Kris 30 gp 1d4 slashing 2 lb. Brutal, finesse, light, thrown (range 20/60)
Kukri 25 gp 1d4 slashing 1 lb. Brutal, finesse, light
Kusari-gama 25 gp 1d4 slashing / 1d4 bludgeoning 4 lb. Double, finesse, monk, reach, two-handed
Lantern Shield 50 gp 1d4 piercing 8 lb. Finesse, light, special
Misericorde 25 gp 1d4 piercing 1 lb. Finesse, light, special
Parrying Dagger 25 gp 1d4 piercing 1 lb. Defensive, finesse, light, rogue
Spiked Chain 25 gp 1d4 slashing / 1d4 piercing 1 lb. Double, finesse, monk, reach, two-handed
Whip Dagger 5 gp 1d4 piercing or slashing 1 lb. Finesse, reach, rogue
Martial Ranged Weapons
Boomerang 5 gp 1d4 bludgeoning 2 lb. Finesse,monk, rogue, special,
thrown (range 20/60)
Chakram 5 gp 1d4 slashing 2 lb. Finesse, monk, rogue, special,
thrown (range 20/60)
Throwing Pick 5 gp 1d4 piercing 2 lb. Finesse, monk, rogue, special,
thrown (range 20/60)

DIRKS & DAGGERS


5
Sap. If this weapon reduces a creature to 0 hit points, it is
Weapons With Multiple Damage Types not killed or dying. It is considered to be stabilized and
Some of the weapons listed below have multiple damage unconcious for 10 minutes. If the creature regains any hit
types. For example, the combat knife's damage is listed as points, it regains conciousness. After the 10 minutes, the
"1d4 bludgeoning, piercing, or slashing". A combat knife has creature regains conciousness and 1 hit point.
a knuckleduster set as a handle guard and has a blade that Throwing Pick. At the end of your turn, if you are in the
can be used in either thrusting or swiping attacks and can be same space you were at the time you made a ranged thrown
used in any one of these three ways. Weapons with multiple attack with this weapon during the turn and you have a hand
damage types can be used in different ways to deal a different free, it returns to your hand.
type of damage. The choice of what type of damage a weapon
will deal on a hit should be made prior to the attack being
made. If a weapon's damage types have a slash between two
different types, that is a double weapon (see "New Weapon
Properties").
Special Weapons
Weapons with special rules are described here.
Balisong. The balisong, also known as the fan knife, has a
blade that can be folded into its special handle. You have
advantage on ability checks made to conceal this weapon on
your person.
Bayonet. This weapon can be affixed to a two-handed
range weapon such as a crossbow. While affixed, the weapon
gains the Double weapon property and the bayonet is
considered an off-hand melee weapon.
Boomerang. At the end of your turn, if you are in the same
space you were at the time you made a ranged thrown attack
with this weapon during the turn and you have a hand free, it
returns to your hand.
Chakram. At the end of your turn, if you are in the same
space you were at the time you made a ranged thrown attack
with this weapon during the turn and you have a hand free, it
returns to your hand.
Expandable Baton. The expandable (or collapsable) baton
has a shaft that can be locked into its special handle. You
have advantage on ability checks made to conceal this
weapon on your person.
Hooked Knife. You gain a +1 bonus on Strength (Athletics)
checks made to grapple a creature.
Jitte. If you use a class feature that requires a creature to
make a saving throw or drop an object it is holding (such as
the Battle Master's Disarming Attack combat manuever in
the Player's Handbook), the DC is increased by 1.
Karambit. You have advantage on any saving throw made
to resist an effect that would make you drop this weapon.
Katar. If you are proficient with unarmed strikes, you can
make an attack with this weapon when you would make an
unarmed strike.
Lantern Shield. The lantern shield is an amalgam of
attack, defense, and utility. This weapon follows the rules for
Getting Into and Out of Armor presented in the Player's
Handbook and is considered to be a shield. You must be
proficient with shields to use the lantern shield.
You have advantage on any saving throw made to resist an
effect that would make you drop this weapon. The lantern
shield can also be loaded with a single lantern, which can
then be used in the same hand as the lantern shield.
Misericorde. When you attack an incapacitated creature
with a misericorde and hit, maximize your weapon damage
dice against the target.
Push Dagger. If you are proficient with unarmed strikes,
you can make an attack with this weapon when you would
make an unarmed strike.
DIRKS & DAGGERS
6 Illus. Jonathan Dupree
DIRKS & DAGGERS
Illus. Dmitry Yakhovsky
Part One: Character Options

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

DIRKS & DAGGERS


8 Illus. Dean Spencer
Crafting. If you craft a magic item in the weapon (dagger)
category, it takes you a quarter of the normal time, and it
costs you half as much of the usual gold. Additionally, you can
craft up to three such items at the same time, still requiring
the normal crafting costs.
Daggerwright Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Daggerwright Spells table. These spells count as artificer
spells for you, but they don’t count against the number of
artificer spells you prepare.
Artificer Daggerwright Spells
"If you can't use it to stab something, what's the point?" Artificer Level Spells
- Lamdric Semaldric 1st ice knife*, purify food and drink
3rd cloud of daggers, knock
Artificers are master craftsman who hone their skills to the
ultimate degree and beyond. They understand magic on a 5th create food and water, life transference*
different level than other spellcasters and understand the 7th phantasmal killer, staggering smite
synergy between crafted objects and the forces of the arcane.
They are able to infuse items with magical properties with an 9th destructive smite, steel wind strike*
ease desired by lesser crafters of enchanted items.
* - Xanathar's Guide to Everything
Specialist Options Signature Dagger
At 3rd level, an artificer gains the Artificer Specialist feature. At 3rd level, you begin to focus your mastery of dagger
The following options are available to an artificer, in addition crafting and empowerment into one dagger.
to those offered in the class write-up: Daggerwright. Whenever you finish a long rest and your smith's tools and
leatherworker's tools are with you, you can form your
Daggerwright signature dagger. If you have a signature dagger from this
feature, the first one is destroyed immediately. You can use
A Daggerwright is a crafter who is intent on the perfection of your Intelligence modifier, instead of Strength or Dexterity,
a single dagger and nothing more. They put heart and soul for the attack and damage rolls made with your signature
into the edge. Among artificers, members of this subclass are dagger.
combat-focused, keen to test the perfection of their work. Your signature dagger can be imbued with any number of
Daggerwright Features
your own infusions and is considered a wand and a ring for
the purposes of applying infusions to it. When you cast a spell
Artificer
Level Features
on your signature dagger that would normally require
concentration, the spell does not require concentration and
3rd Daggerwright Spells, Tools of the Trade, instead lasts for the maximum duration normally allowed by
Signature Weapon concentration. If your signature dagger is a magical weapon
6th Revitalizing Cut and you hit a creature with it, you deal an additional 1d6
damage.
14th Perfect Dagger If another creature attempts to wield your dagger, the
creature takes 1d8 piercing damage and are forced to drop
Tools of the Trade the dagger.
By the time you adopt this specialty at 3rd level, you’re deeply
familiar with employing its tools. Revitalizing Cut
Proficiencies. You gain proficiency with smith's tools and Starting at 6th level, when you hit a creature with a melee
leatherworker's tools, assuming you don’t already have them. weapon attack using your signature dagger, you can expend
You also gain smith's tools and leatherworker's tools for free one artificer spell slot to either deal extra force damage or
—the result of tinkering you’ve done as you’ve prepared for heal yourself. The amount of extra damage dealt or the
this specialization. amount you heal is 1d8 for a 1st-level spell slot, plus 1d8 for
each spell level higher than 1st, to a maximum of 5d8.
Perfect Dagger
By 14th level, you have mastered using your signature dagger.
You can attack an additional time whenever you take the
Attack action on your turn, but all attacks during your turn
must be made with your signature dagger. Additionally, when
you use your action to cast a spell, you can make one weapon
attack as a bonus action.
DIRKS & DAGGERS
Illus. Jonathan Dupree 9
Unbending
Starting at 6th level, you choose one of the following ability
scores: Dexterity, Intelligence, Wisdom, Charisma. You gain
proficiency in saving throws using the chosen ability.
Blade Maelstrom
Beginning at 10th level, a hostile creature that starts its turn
within 5 feet of you takes damage equal to one dagger you are
wielding's weapon damage dice. While you are raging, your
rage damage adds to this damage.
Impaling Blade
Barbarian Beginning at 14th level, when you hit with a creature with a
weapon attack using a dagger, you can choose to have it
"Remember what I taught you about vision? Time to put it to impale the target. The dagger remains in the creature and
the test." - Glynnis Ghostcleaver deals its weapon damage at the start of each turn it remains
impaling the creature. As an action, the creature can remove
Traditionally, barbarians are seen with very massive weapons all impaling blades. If a magical dagger is used to impale and
such as greataxes and greatswords. The truth is that any is removed, magical dagger returns back to your hand after it
weapon in the hands of a barbarian can be deadly. Daggers is removed if you have an open hand free to hold it.
are tools of precision and finesse, but with enough wrath
puth behind them they can be used quickly and fiercly in
close quarters.

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.

DIRKS & DAGGERS


10 Illus. William O'Connor
College of the Piercing Light
Since the earliest ages of civilization, gathering around a light
source like a campfire or hearth and telling stories has been a
staple of the experience. Bards of this College are shining
beacons in the darkest parts of the world.
College of Piercing Light Features
Bard
Level Features
3rd Bonus Cantrips, Bonus Proficiencies, Photon
Shield
6th Warp Light
14th Purified Radiance

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.

DIRKS & DAGGERS


Illus. Eric Lofgren 11
• Upon reaching 11th level, when you hit a creature that is
immune to poison damage with your Rite of the Fang, your
poison damage ignores this immunity and the damaged is
halved as if the creature had resistance instead.
Poison-Blooded
Beginning at 7th level, you gain immunity to poison damage
and the poisoned condition. Additionally, when you activate
your Rite of the Fang, you can expend a single hit dice and
roll 1d10. You take an amount of damage equal to the roll's
result against your maximum hit points instead of an amount
equal to your level.
Speciality Poison
Beginning at 11th level, you can create a single dose of
special poison at the end of a long rest. This single dose lasts
Blood Hunter until it is used or until you take another long rest. You can
“I don't fear death, nor do I fear life.” - Jubel Dragoneater apply your speciality poison to a dagger as a bonus action.
Eyebite Poison. A creature subjected to this poison must
Blood Hunters willing turn their blood into a weapon and succeed on a Constitution saving throw or be poisoned for 1
sacrifice themselves to rites to defeat their foes. The methods minute. The creature is also blinded while poisoned in this
they're willing to employ are considered by many as profane way.
and in a way they taint their own blood to acheive increased Sleeping Toxin. A creature subjected to this poison must
potential. succeed on a Constitution saving throw or be poisoned for 1
minute. If the saving throw fails by 5 or more, the creature is
also unconscious while poisoned in this way. The creature
Blood Hunter Orders wakes up if it takes damage or if another creature takes an
At 3rd level, a blood hunter gains the Blood Hunter Order action to shake it awake.
feature. The following option is available to a blood hunter, in Serpent Venom. A creature subjected to this poison must
addition to those offered in Blood Hunter presented on succeed on a Constitution saving throw, taking a number of
Dungeon Master's Guild by Matthew Mercer: Order of the d6 equal to half your level poison damage on a failed save, or
Poisoned Blade. half as much damage on a successful one.
Order of the Poisoned Blade Creeping in the Dark
Beginning at 15th level, Wisdom (Perception) checks made to
The Hunter's Bane changes you into a carrier of a deadly see you while you are in dim light or darkness have
magical poison capable of felling even the sturdiest of disadvantage and you have advantage on Dexterity (Stealth)
creatures. checks made to hide while in dim light or darkness.
Order of the Poisoned Blade Features Additionally, while in dim light or darkness, your speed
Blood Hunter Level Features
increases by 10 feet, and attacks of opportunity made against
you have disadvantage.
3rd Bonus Proficiencies, Rite of the Fang
7th Poison-Blooded Potent Blood
At 18th level, your Rite of the Fang damage and Speciality
11th Speciality Poison Poison ignore both resistance and immunity.
15th Creeping in the Dark
18th Potent Blood

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 Sneak Attack


Beginning at 3rd level, you know how to strike subtly and
exploit a foe's distraction while using a dagger. Once per turn,
Fighter you can deal an extra 1d6 damage to one creature you hit
with an Attack if you have advantage on the Attack roll. The
"It's all about how you tackle a problem. Knives give me a Attack must use a dagger as the weapon.
more hands-on experience." You don't need advantage on the Attack roll if another
- Patrick Mardigan enemy of the target is within 5 feet of it, that enemy isn't
Incapacitated, and you don't have disadvantage on the Attack
Some warriors use massive melee weapons and others roll.
stay at a distance with a powerful ranged weapon. Fighters The amount of the extra damage increases by 1d6 at 7th
who fight with daggers have the benefit of close combat and level (2d6), 11th level (3d6), 15th level (4d6), and 19th level
the ability to throw their weapon at foes that are just out of (5d6).
reach.
Unarmored Defense
New Fighting Styles Additionally at 3rd level, you have a canny defense when
unfettered by armor. While you are not wearing any armor,
At 1st level, a fighter gains a Fighting Style. The following your Armor Class equals 10 + your Dexterity modifier + your
options are available to fighters, in addition to those offered Intelligence modifier. You can use a Shield and still gain this
in the Player's Handbook. Paladins and Rangers can also benefit.
select these fighting styles when they gain the feature.
Deadly Precision. You gain a +2 bonus to attack and Bonus Proficiencies
damage rolls made with a dagger. At 7th level, you gain proficiencies with the Deception and
Knife Throwing. Attacking at long range doesn't impose Sleight of Hand skills.
disadvantage on your ranged weapon attack rolls made with
daggers. You gain a +2 bonus to ranged weapon attacks made Uncanny Dodge
with daggers at normal range. Your ranged weapon attacks At 10th level, when an attacker that you can see hits you with
made with daggers ignore half cover and three-quarters an Attack, you can use your reaction to halve the attack's
cover. damage against you.
Twin Fang. When you are wielding two daggers and use a
bonus action to make a two-weapon fighting attack (see pg. Bleeding Wound
195 of the Player's Handbook), you can instead make the At 15th level, you can use an advantageous situation to deal a
same number of attacks you made with your attack action. grievous wound that slowly damages a foe. Once per turn,
Additionally, when you would make a melee weapon attack when you hit a creature with an Attack using a dagger that
while wielding two daggers as a part of a reaction, you can would qualify for your Dagger Sneak Attack feature, you can
also make a melee weapon attack with your off-hand weapon. wound the target instead of dealing extra damage with that
Wall of Knives. While you are wielding a dagger in each feature. At the start of each of the wounded creature’s turns,
hand, you can take an action to enter a defensive stance that it takes 1d6 necrotic damage for each time you’ve wounded it,
lasts until the start of your next turn. While in this stance, you and it can then make a Constitution saving throw with a DC
gain a +2 bonus to AC and you can make a melee weapon equal to 8 + your proficiency bonus + either your Dexterity or
attack against any creature after they miss you with a melee Intelligence modifier (your choice), ending the effect of all
weapon attack. such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can use an
Martial Archetypes action to make a Wisdom (Medicine) check with the same
At 3rd level, a fighter gains the Martial Archetype feature. The DC, ending the effect of such wounds on it on a success.
following option is available to a fighter, in addition to those
offered in the Player’s Handbook: Invisible Blade. Dagger Flurry
At 18th level, you are quick to continue exploiting an
Invisible Blade opportunity. Once per turn, if you make an attack with
Invisible blades are deadly fighters who prefer to use daggers advantage against a creature and both dice rolls would result
in combat due to their concealability and simple yet efficient in a hit, you can deal extra damage with your Dagger Sneak
nature. Attack feature. This use of the Dagger Sneak Attack does not
count towards the feature's once per turn restriction.
DIRKS & DAGGERS
15
Ghostly Sneak Attack
Also at 1st level, you understand the basic nature of mortality
and can wound distracted foes more grieviously with your
bound dagger. Once per turn, you can deal an extra 1d6
damage with your bound dagger to one creature you hit with
an Attack 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.
Additionally, you can grant this ability to your host. As an
action, you can grant this ability to one creature wielding your
bound dagger until the start of your next turn.
The amount of the extra damage increases by 1d6 at 4th
level (2d6), 8th level (3d6), 12th level (4d6), 16th level (5d6),
Lingering Soul and 20th level (6d6).
"Knives out. If they want a scrape, we'll give them plenty." Ego Dagger
- Smoke At 6th level, your bound dagger is empowered magically by
your spirit. A dagger that you are bound to has a magic bonus
Death can come at the edge of the blade, but so can undeath. to attack and damage rolls equal to half your proficiency
The Lingering Soul is a class option, but it is also an option bonus (rounded down).
for character death and how to progress past what would
normally require a new character or some form of expensive Apparitional Spirit
or high level spell. At 11th level, your very presence obfuscates sight and sound
around you. All friendly creatures within 30 feet of you gain a
Phantom Callings bonus to Stealth checks equal to your Aspect modifier. This
aura remains while possessing a host.
At 1st level, a lingering soul gains the Phantom Calling
feature. The following options are available to a lingering, in Vengeful Transformation
addition to those offered in Matthew Mercer's The Lingering At 15th level, you can use your action to temporarily emanate
Soul: An Optional Class or Death Alternative for 5th your vengeful nature. You or your host emanates an aura of
Edition Dungeons & Dragons on the DM's Guil: Calling of menace in a 30-foot radius for 1 minute. The first time any
the Vengeful Spirit. enemy creature enters the aura or starts its turn there during
a battle, the creature must succeed on a Wisdom saving
Calling of the Vengeful Spirit throw or become frightened of you for 1 minute or until it
Life can come to a very abrupt end, leaving a soul with takes any damage. Attack rolls against the frightened
unfinished business and a desire to avenge their own death. creature have advantage and deal additional damage equal to
When this happens, a lingering soul ties to a dagger, the your Aspect modifier.
simplest implement of death-dealing in the living world. Once you use this feature, you can’t use it again until you
Upon becoming a vengeful spirit, choose either Dexterity, finish a long rest.
Intelligence, or Wisdom to become your Aspect. Your Aspect
modifier is equal to that of the chosen Ability Score. You gain
proficiency in Dexterity saving throws.
Calling of the Vengeful Spirit
Lingering Soul Level Features
1st Dagger Bound, Ghostly Sneak Attack
6th Ego Dagger
11th Apparitional Spirit
15th Vengeful Transformation

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.

DIRKS & DAGGERS


Illus. Storn Cook 17
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Symbol Carver Spells
Paladin Level Spells
3rd comprehend languages, ice knife*
5th dowsing dagger✝, skywrite*
9th glyph of warding, hypnotic pattern
13th death ward, fabricate
17th planar binding, stoneskin
Paladin *- Xanathar's Guide to Everything
"I can be anything through the written word." ✝ - Part Four: Spells
- Malebranche
Channel Divinity
Holy knights who go on quests and swear sacred oaths have When you take this oath at 3rd level, you gain the following
countless tales written about them. They always rise to the two Channel Divinity options.
test, bringing to bare their willpower against the deadliest of Symbol of the Guardian. You can use your Channel Divinity
ordeals. They are fearless and faithful and bring their allies and a dagger to carve a symbol onto you. While you have this
together with a charismatic nature. symbol and an ally within 5 feet of you takes bludgeoning,
piercing, and slashing damage from non-magical weapons,
Paladin Oaths the damage is reduced by 2. The symbol lasts 10 minutes.
Symbol of the Slayer. You can use your Channel Divinity to
At 3rd level, a paladin gains the Paladin Oath feature. The carve a Rune of Destruction on one dagger you are wielding.
following option is available to a paladin, in addition to those While you are wielding a dagger with a Rune of Destruction
offered in the Player’s Handbook: Oath of the Symbol Carver. on it, your allies gain a +2 bonus to weapon damage rolls
made against enemies within 5 feet of you. The symbol lasts
Oath of the Symbol Carver Features for 10 minutes.
Paladin Level Features
3rd Oath spells, Channel Divinity Aura of Understanding
7th Aura of Understanding 30 ft.
Starting at 7th level, you can touch the minds of other
creatures with language. You can communicate telepathically
15th Serene Blade with any creature you can see within 30 feet of you. You don’t
18th Aura of Understanding 60 ft. need to share a language with the creature for it to
understand your telepathic utterances, but the creature must
20th Defiant Word be able to understand at least one language.
At 18th level, this aura increases to 60 feet.
Oath of the Symbol Carver
Symbol carvers defend the nature of the written word. Serene Blade
Beginning at 15th level, you master the traditions of the runes
Tenets of the Symbol Carver so deeply you can speak them into your blade. When an
The exact words of the Oath of Symbol attacking creature misses you with a weapon attack misses,
Carver vary between paladin orders, you can use your reaction to gain a bonus to your next
the tenets are always the same. damage roll made with a dagger before the end of your next
Power in the Word. Written turn against the attacking creature. The bonus is equal to 2 +
language is the most important thing your Charisma modifier.
created by the gods. It should be Defiant Word
respected, read, and treasured. At 20th level, your runic artistry allows you to
Be Responsible With What You empower your dagger and hold a rune's magic on
Say. Speak only what you mean it for a longer duration. When you use your
and write only things that truly Channel Divinity to apply either a Symbol of the
matter. Wasted words used for untruths Guardian or a Symbol of the Slayer, it lasts until
or to harm others are seen as you use your Channel Divinity to apply a different rune
blaspheming. instead of just for 10 minutes.
Defend and Attack. The nature of
the base symbols of language are they
can be used to prove a point or
assail an assertion made with error.
Use your words to defend truth and
assault falsehood.
DIRKS & DAGGERS
18 Illus. Mitch Cotie
Shard of Agony
Starting when you choose this facet at 2nd level, you learn a
ritual that changes a dagger into a shard of agony. You
perform the ritual over the course of 10 minutes. The dagger
must be within your reach throughout the ritual, at the
conclusion of which you touch the dagger and transform it
into your shard of agony.
When you attack with your shard of agony, you can use
your Charisma modifier, instead of Strength or Dexterity, for
the attack and damage rolls. You can’t be disarmed of your
shard of agony unless you are incapacitated. If it is on the
same plane of existence, you can summon your shard as a
Prism bonus action, causing it to teleport instantly to your hand. On
a turn in which you use your Project Light class feature, you
"We will drive fear into the hearts of those who would can make a dagger attack as a bonus action.
worship evil and we will defeat those who stand in our way!" You can have one shard of agony. If you attempt to use the
- Jeremiah Gant ritual on a second dagger, the dagger that was your shard of
agony loses this property.
Prisms are manifesters of inner light and emotion, which While wielding your shard of agony, you learn an additional
they can use in an empathic way to read others and shift Project Light option called projection terror, detailed below.
emotional states. The divine magic they utilize comes from Projection Terror. As an action, one creature you can see
the light of being and emotion. within 60 feet of you must make a Wisdom saving throw. On
a failure, the creature has disadvantage on saving throws
Prism Facets against being frightened and you roll a number of d4 equal to
the influence you spend and deal that much psychic damage
At 2nd level, a prism gains the Facet feature. The following to the target. This feature cannot target a creature that
option is available to a prism, in addition to those offered in cannot be frightened.
Light & Magic: Prism option presented on Dungeon
Master's Guild by Steve Fidler : Agony. Sympathetic Dagger
At 6th level, you can use your Empathy class feature on a
Agony Facet creature immediately after you hit it with an attack from your
A prism whose agony facet shines brightest can imbue a shard of agony instead of after using your Project Light class
dagger, an item that most primaly represents inflicting harm feature.
and causing feat, with light that draws out the fears and Aura of Fear
magnifies the pain of creatures it strikes. They choose to At 6th level, hostile creatures within 10 feet of you that
follow this path because it empowers them with a means to cannot be frightened instead have advantage on spells and
punish foes who prey upon those who cannot defend class features you target them with.
themselves. At 15th level, the range of this aura increases to 30 feet.
Agony Facet Features
Prism Level Features Agony Ward
At 11th level, you are immune to being frightened. When
2nd Shard of Agony another creature attempts to frighten you, you can use your
6th Aura of Terror 10 ft., Sympathetic Dagger reaction to attempt to turn the fear back on that creature. The
creature must succeed on a Wisdom saving throw or be
11th Essence of Fear frightened by you for 1 minute.
15th Aura of Terror 30 ft.
Frightful Presence
Facet Spells At 15th level, you can empower your Aura of Fear as bonus
You gain facet spells at the prism levels listed. action. This effect lasts for 10 minutes. The first time any
enemy creature enters the aura or starts its turn there during
Agony Facet Spells a battle, the creature must succeed on a Wisdom saving
Prism Level Spells throw or become frightened of you for 1 minute or until it
2nd cause fear* takes any damage.
Once you use this feature, you can’t use it again until you
5th stabbing fear✝ finish a long rest.
9th fear
13th phantasmal killer
17th cut the tethers✝

*- Xanathar's Guide to Everything


✝ - Part Four: Spells

DIRKS & DAGGERS


Illus. Jonathan Dupree 19
When you deal this extra damage, you can expend any
number of moxie points. You add a number of your fisticuff
dice equal to the number of expended moxie points to the
damage roll.
Skewer
At 6th level, you have learned that keeping your weapon in
your enemy gives you great control over that enemy and
makes it harder for them to escape. When you hit a creature
with a melee weapon attack using a piercing dagger on your
turn, you can use a bonus action to attempt to grapple the
target. If you successfully grapple a creature in this way, they
become skewered by the dagger. If the creature successfully
escapes this grapple, they are no longer skewered and take
piercing damage equal to your Strength or Dexterity modifier
Pugilist (your choice). You can use your action to automatically deal
"You've got to get in where you can. Find the weak spot and damage to a skewered creature as if the creature had
just keep lettin' 'em have it." received a hit from the piercing dagger.
- Pierroth
Mettle
More so than a fighter or a monk, a pugilist specializes in Beginning at 11th level, you have learned to resist damage
close quarters combat, typically with a hand-to-hand focus. from a variety of sources, be it explosions or poisons. When
Some daggers complement this style of fighting directly, such you are subjected to an effect that allows you to make a
as the punching dagger or katar. Strength or Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Fight Clubs
At 2nd level, a pugilist gains the Fight Club feature. The Fresh off the Grindstone
following option is available to a pugilist, in addition to those At 17th level, you gain the ability to renew your swagger in
offered in Benjamin Huffman's The Pugilist: A the heat of battle. As an action, you regain 6 moxie points.
Streetfighting Class with Swagger to Spare: Dirty Dirk. Once you use this feature, you can’t use it again until you
finish a long rest.
Dirty Dirk
You are the type to bring a knife to a fist fight. Getting in close
with a blade is your speciality and you know the sweet spots.
Dirty Dirk Features
Pugilist Level Features
3rd Bonus Proficiencies, Skewer
6th Skewer
11th Mettle
17th Fresh Off the Grindstone

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.

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Illus. Bob Greyvenstein 21
Slashing. Whenever you have advantage on an attack roll
you make with a dagger that deals slashing damage and hit,
you deal additional damage equal to your proficiency bonus if
the lower of the two d20 rolls would also hit the target.
Block
Also at 3rd level, when another creature hits you with a melee
attack while you are wielding a dagger, you can use your
reaction to add your proficiency bonus to your AC for that
attack, potentially causing the attack to miss you.
Daggers Everywhere
At 9th level, your training grants you proficiency with
improvised weapons. You treat one-handed improvised
weapons as daggers that deal 1d4 damage of a type
Rogue determined by the DM. The damage type is based on what
"Knives out. If they want a scrape, we'll give them plenty." the improvised weapon is: a table leg might do bludgeoning
- Smoke damage and a shard of glass could be either slashing or
piercing. Daggers (including improvised weapons) without
More than any other class, rogues are connected to the the thrown property can be treated as if they have the thrown
dagger and already bring to the table options to make the property with a range of 20/60, while weapons with the two-
otherwise underwhelming weapons viable. In most cases, handed property cannot be thrown in this way.
rogues are seen as little more than thieves, but the class
lends itself to all different types of adventurers such as Brutalize
swashbucklers, acrobats, and many more. At 13th level, you gain a bonus to damage rolls equal to the
number of additional d6s added to the damage by your Sneak
Attack class feature for a critical hit made with a dagger.
Roguish Archetypes
At 3rd level, a rogue gains the Roguish Archetype feature. Dagger Precision
The following options are available to a rogue, in addition to Starting at 17th level, you deal additional damage with
those offered in the Player’s Handbook: Daggermaster, daggers equal to your proficiency bonus.
Ghostly Killer.
Daggermaster
The daggermaster is a trained killer who specializes in close-
quarters combat and the quick back-and-forth of knife
fighting. In your hands, all types of daggers become truly
deadly instruments.
Rogue Level Features
3rd Daggermaster's Strike, Block
9th Daggers Everywhere
13th Brutalize
17th Dagger Precision

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.

DIRKS & DAGGERS


Illus. Storn Cook 23
1d4 damage of the same type as the spell. The rite damage
die increases to 1d6 at 14th level, and to 1d8 at 18th level.
When blood rite is activated, you suffer damage equal to
your character level, and you reduce your maximum hit points
by an amount equal to your character level. These lost
maximum hit points return once the rite fades and cannot be
restored otherwise. When the rite fades, no hit points are
regained as part of the restoring of maximum hit points. A
rite can be allowed to fade at any time (no action required).
Scarification
Starting at 14th level, you begin to understand the strange
potential of your blood and how wounding yourself can focus
the magic to specific points on your skin. By performing a
ritual that takes 1 hour, you take damage equal to 10 x the
level of a spell you know of 5th-level or lower to create a scar
Sorcerer on your body that acts in all ways like a spell scroll of that
"All of it stems from the pulsing life within. I am born a sea of spell that can be only be used by you.
it and I have learned to control the waves." - Alachia Negai As long as the scar exists, your maximum hit points are
reduced by the amount of damage that you took during the
Born with the power of magic in their blood, sorcerers are the ritual. These lost maximum hit points return after the spell in
most natural of magic users. They do not have to swear the scar has been cast and cannot be restored otherwise.
themselves to a god or a pact and they don't have to practice When the spell in the scar is cast, no hit points are regained
it through book or song. They just have the spark. as part of the restoring of maximum hit points.
You must finish a long rest before you can use this feature
again.
Sorcerous Origins
At 1st level, a sorcerer gains the Sorcerous Origins feature. Awaken Blood
The following option is available to a sorcerer, in addition to Starting at 18th level, you can bestow momentary
those offered in the Player’s Handbook: Vital Source. consciousness on an opponent’s vital fluids. To do so, you
must hit a creature with a melee spell attack to touch them. If
Vital Source you hit, the creature's life fluid tries to get break out of the
creature - all at once. The pressure and disruption deals
Some sorcerers gain their power through their heritage as 10d10 points of force damage to the creature. This ability is
descendants of powerful beings with powers mere mortals usable only once, but you can try to use it again if you fail to
cannot understand while other sorcerers have their power hit with your melee spell attack. This ability has no effect on
born right into their very own blood. Your blood exhibits a constructs or elementals.
rare magical power of it's own, drawing from the winds of You must finish a long rest before you can use this feature
magic themselves. again.
Vital Source Features
Sorcerer Level Features
1st Power in the Blood
6th Blood Rite
10th Scarification
14th Blood Walk

Power in the Blood


Starting at 1st level, you start noticing that your health is
somehow magically enhanced. At 1st level, your hit point
maximum increases by 1 and increases by 1 again whenever
you gain a level in this class.
Additionally, you know immediately if you have been
poisoned or infected by a disease and any effect that would
take effect on you after an allotted time period now takes
twice as long to take effect.
Blood Rite
Starting at 6th level, you learn to invoke a rite of blood magic
within yourself at the cost of your own vitality. As a bonus
action, you empower your spells until your next short or long
rest. While active, spell attacks from you deal an additional
DIRKS & DAGGERS
24 Illus. Jonathan Dupree
Athame Expanded Spells
Spell Level Spells
1st protection from evil and good, sanctuary
2nd augury, spiritual weapon
3rd clairvoyence, life transference
4th locate creature, polymorph
5th insect plague, telekinesis

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.

DIRKS & DAGGERS


Illus. Jonathan Dupree 25
Daggercasting
Beginning at 2nd level, you can treat a dagger as a
spellcasting focus. Also, you can treat a hand holding a
dagger as a free hand for the purposes of casting spells with
somatic and material components. When you use your action
to cast a cantrip, you can make a melee weapon attack with a
dagger as a bonus action.
Additionally, you gain proficiency with light armor.
Invocation of the Knife
Additionally at 2nd level, you form a strong connection with
your daggers and can change the nature of a spell to be more
lacerating. Whenever you cast a spell that deals damage
Wizard while holding a dagger, you can have half of the damage dealt
by that spell (rounded up) be changed to either piercing or
"There's power in a simple dagger. When used to guard, to slashing damage. For example, Kardiff casts fire bolt at a
cut, or to stab in the back." target and hits, dealing 1d10 fire damage. He elects to use
- Magnus the Mad this feature and rolls a 7 as the result for his damage. He
would instead deal 3 fire damage and 4 piercing with the
Masters of the arcane that can increase their power through spell. Only spells with a duration of instantaneous can be
study and dutiful learning. changed using this feature.
Arcane Traditions Arcane Infusion
Beginning at 6th level, you can imbue a nonmagical dagger
At 2nd level, a wizard gains the Arcane feature. The following with a magical infusion at the end of a long rest. While you
options are available to a wizard, in addition to those offered are wielding an infused dagger, the dagger is treated as a
in the Player’s Handbook: School of Macharomancy. magic weapon that grants a +1 bonus to attack and damage
rolls made with it, and it returns to your hand immediately
School of Macharomancy after it is used to make a ranged attack. You can have one
Macharomancers, also known as "daggerspell mages", are dagger imbued in this way. At 14th level, the bonus increases
wizards who focus on channeling their magics through the to +2. Additionally, you can imbue a second dagger with this
blade of a dagger. feature.
Macharomancy Features Dagger Doublecast
Wizard At 10th level, you are no longer limited to only one non-
Level Features cantrip spell per turn while you are wielding two daggers.
2nd Macharomancy Spells, Daggercasting,
However, should you cast two or more spells in a single turn,
Invocation of the Knife only one of them can be of 3rd level or higher.
6th Arcane Infusion Daggerspell Flurry
10th Dagger Doublecast At 14th level, you can perform a daggerspell flurry as an
14th Daggerspell Flurry
action. To do so, you expend one spell slot and make a
number of weapon attacks with daggers you are wiedling
equal to 2 + the level of the spell slot expended. Additionally,
Macharomancy Spells attacks made as a part of this action deal an additional 1d8
You add the following spells to your spellbook at the wizard force damage.
levels listed. These spells have an additional material
component of "a dagger" and only effect melee weapon
attacks made with a dagger.
Macharomancy Spells
Spell Level Spells
2nd searing smite, thunderous smite,
wrathful smite
3rd branding smite
5th blinding smite
7th staggering smite
9th banishing smite

DIRKS & DAGGERS


26 Illus. Jonathan Dupree
DIRKS & DAGGERS
Illus. Claudio Pozas 27
Part Two: Feats

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.

DIRKS & DAGGERS


28 Illus. Dean Spencer
Perception score, see page 177 of the Player's Handbook for
Reaping Talons more details).
You gain the following benefits: • If at least one hostile creature is surprised at the start of
• When you engage in two-weapon fighting with a dagger in combat, you gain a +10 to your initiative roll.
each hand and you hit with both weapons in a single turn, you • When an allied creature makes a melee attack against a
can immediately make a free Grapple or Shove attack. hostile creature within 5 feet of you, you don’t provoke
• When you use the Attack action to grapple a creature while opportunity attacks from that hostile creature during your
you have a dagger in each hand, the target takes 1d4 damage next turn, whether the allied creature's attack is a hit or not.
if your grapple check succeeds. The type of damage is of a
type of damage dealt by one of the daggers you are holding. Wolfpack Tactics
• Before you make your first melee weapon attack during You gain the following benefits:
your turn with a dagger that you are proficient with while you • When you hit a creature with a melee weapon attack using a
have a dagger in each hand, you can choose to take a - 5 dagger, one allied creature within 5 feet of the target creature
penalty to all of your attack rolls until the start of your next may move 5 feet. This movement does not provoke
turn. Until the start of your next turn, you have a +2 bonus to opportunity attacks. If the movement ends with the allied
AC as long as you have a dagger in each hand. creature no longer within 5 feet of the target creature, the
allied creature must spend its reaction.
Shadow Striker • You gain a bonus to weapon damage rolls made with
Prerequisite: Proficiency in Stealth daggers equal to the number of allied creatures adjacent to
You gain the following benefits: the hit creature (up to a maximum of +5).
• For the purposes of detecting you with Passive Perception • When an allied creature targets a creature within 5 feet of
while you are hiding, creatures are always considered to be at you with a weapon attack, you can use your reaction to use
disadvantage (subtract 5 from any creature's Passive the Help action.

DIRKS & DAGGERS


Illus. Matt Bulahao 29
DIRKS & DAGGERS
30 Illus. Eric Pommer
Part Three: Magic Items

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.

DIRKS & DAGGERS


Illus. Jonathan Dupree, Eric Lofgren,
Dennis Crabapple 31
Misty Dagger Raven's Feather Dagger
Weapon (dagger), uncommon (requires attunement) Weapon (dagger), rare (requires attunement)
This item has 3 charges. As a bonus action, you can spend 1 This dagger is made of silver with a handle that is shaped to
charge to teleport up to 30 feet to an unoccupied space that look like a raven's feather. You gain a +2 bonus to attack and
you can see. This power recharges 1 spent charge on a short damage rolls made with this dagger. When you reduce a
rest and all spent charges on a long rest. hostile creature to 0 hit points, one creature within 30 feet of
you takes 1d12 cold damage and has its speed reduced to 0
Infinite Dagger Sheath until the start of your next turn. The dagger can't be used this
Wondrous item, uncommon (requires attunement) way again until the next dusk.
This sheath is dagger-sized and resizes itself to hold any
dagger placed inside of it, which disappears into the sheath Red Hot Knife
once the dagger is placed in it. The sheath can hold any Weapon (dagger), common (requires attunement)
number of daggers. Retrieving a dagger from the sheath can This dagger has a red hot glow to it. A flammable object hit
be done as easily as drawing a dagger from a nonmagical by this weapon ignites if it isn't being worn or carried.
sheath. If the sheath is torn or ripped open, it ruptures and is
destroyed, and its contents are scattered in the Astral Plane. Ring of Infinite Blades
The sheath can be turned inside out and, if it is, its contents Ring, uncommon (requires attunement) You can create a
spill forth, unharmed, but the sheath must be put right before dagger from this ring in one open hand as though your were
it can be used again. Placing an infinite dagger sheath inside drawing the dagger. A dagger created by this ring is
an extradimensional space created by a bag of holding, considered a magical weapon. A dagger created by this ring
Heward's handy haversack, portable hole, or similar item disappears at the start of your next turn.
instantly destroys both items and opens a gate to the Astral
Plane. The gate originates where the one item was placed Spellbinder
inside the other. Any creature within 10 feet of the gate is Weapon (dagger), legendary (requires attunement)
sucked through it to a random location on the Astral Plane. When you hit a creature that can cast spells or that has an
The gate then closes. The gate is one-way only and can't be action with the Recharge trait, the creature must make a DC
reopened. 15 Wisdom saving throw. On a failure, the creature cannot
cast spells or use actions with the Recharge trait until the
Lifesaver Dagger start of your next turn.
Weapon (dagger), common
You can use this dagger to stabilize dying creatures. As an Winged Dagger
action, make a weapon attack against a dying creature that is Weapon (dagger), very rare (requires attunement by a
not stabilized with this weapon. On a hit, you do not deal spellcaster)
damage and the creature is stabilized. If you roll a 20 on this While holding this dagger, you gain a +1 bonus to spell attack
attack roll, the target regains 1 hit point. rolls. In addition, you can cast melee spell attacks and touch
spells targeting a creature within 30 feet of you.

DIRKS & DAGGERS


32 Illus. Jonathan Dupree, Samantha Darcy
DIRKS & DAGGERS
Illus. Matt Bulahao 33
Part Four: Spells

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.

Artificer Spells Druid Spells 1st Level 5th Level


Chaos Sting (enchantment) Cut the Tethers
Cantrips (0 Level) 2nd Level
(enchantment)
Bolt Rail (evocation) Dowsing Dagger (divination) 2nd Level Rain of Daggers (conjuration)
Volt Needle (transmutation) Stabbing Fear (enchantment) Dagger Haunt (illusion)
3rd Level Dowsing Dagger (divination) Wizard Spells
1st Level Stabbing Fear (enchantment)
Chaos Sting (enchantment) Frost Fan (conjuration) Cantrips (0 Level)
3rd Level Bolt Rail (evocation)
3rd Level 4th Level Cloak and Dagger (illusion) Mindstab (enchantment)
Cloak and Dagger (illusion) Vile Venom (evocation) Frost Fan (conjuration) Mortal Coil (necromancy)
Pierce the Void (conjuration)
Bard Spells Paladin Spells 4th Level Volt Needle (transmutation)
Cantrips (0 Level) 2nd Level Vile Venom (evocation)
Dowsing Dagger (divination) 1st Level
Bolt Rail (evocation) 5th Level Chaos Sting (enchantment)
Ghost Knife (illusion)
Cut Tethers (enchantment) Spell Pierce (abjuration)
Mindstab (enchantment) Ranger Spells Rain of Daggers (conjuration)
1st Level 2nd Level 2nd Level
Chaos Sting (enchantment)
Dowsing Dagger (divination) Warlock Spells Dagger Haunt (illusion)
Stabbing Fear (enchantment) Dowsing Dagger (divination)
Cantrips (0 Level)
2nd Level Stabbing Fear (enchantment)
3rd Level Bolt Rail (evocation)
Dagger Haunt (illusion)
Frost Fan (conjuration) Mindstab (enchantment) 3rd Level
Dowsing Dagger (divination)
Mortal Coil (necromancy) Cloak and Dagger (illusion)
Stabbing Fear (enchantment)
4th Level Pierce the Void (conjuration) Frost Fan (conjuration)
5th Level Vile Venom (evocation)
1st Level
Cut Tethers (enchantment) 4th Level
Sorcerer Spells Chaos Sting (enchantment) Vile Venom (evocation)
Rain of Daggers (conjuration)
Cantrips (0 Level) 2nd Level 5th Level
Cleric Spells Bolt Rail (evocation) Dagger Haunt (illusion) Cut Tethers (enchantment)
Cantrips (0 Level) Mindstab (enchantment) Stabbing Fear (enchantment) Rain of Daggers (conjuration)
Mortal Coil (necromancy) Mortal Coil (necromancy)
Pierce the Void (conjuration)
3rd Level
2nd Level Volt Needle (transmutation) Cloak and Dagger (illusion)
Dowsing Dagger (divination)
Stabbing Fear (enchantment)

DIRKS & DAGGERS


34 Illus. Jonathan Dupree
Bolt Rail Cut the Tethers
Casting Time: 1 action 5-level enchantment
Range: Self Casting Time: 1 action
Components: S, M (a dagger) Range: 5 feet
Duration: Instantaneous Components: S, M (a dagger that deals slashing damage)
Classes: Bard, Sorcerer, Warlock, Wizard Duration: Concentration, up to 1 minute
A burst of lightning forming a line 10 feet long and 5 feet Classes: Bard, Sorcerer, Warlock, Wizard
wide blasts out from you in a direction you choose. Each As part of the action used to cast this spell, you must make
creature in the line must make a Dexterity saving throw. A a melee attack with a dagger that deals slashing damage
creature takes 2d4 lightning damage on a failed save, or half against one creature within the spell's range, otherwise the
as much damage on a successful one. spell fails. On a hit, the target must succeed on a Wisdom
The lightning ignites flammable objects in the area that saving throw or take 3d10 psychic damage or half as much
aren’t being worn or carried. on a successful saving throw. Additionally, a creature that
This spell’s damage increases by 2d4 when you reach 5th fails its saving throw loses all the languages it knows and and
level (4d4), 11th level (6d4), and 17th level (8d4). all its proficiencies, except any saving throw proficiencies, for
the duration. Constructs, oozes, plants, and Undead succeed
Chaos Sting on the save automatically.
1st-level enchantment The creature can repeat the saving throw at the end of
Casting Time: 1 action each of its turns, ending the effect early on a success. On a
Range: 5 feet failure, the creature takes 3d10 psychic damage and the spell
Components: V, M (a dagger) persists.
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard Dagger Haunt
As part of the action used to cast this spell, you must make 2nd-level illusion
a melee attack with a dagger against one creature within the Casting Time: 1 bonus action
spell's range, otherwise the spell fails. On a hit, the target Range: 60 feet
suffers the attack's normal effects, takes an additional 1d8 Components: V, S, M (a dagger)
psychic damage, and the target drops anything that its Duration: Concentration, up to 1 minute
holding. Classes: Bard, Sorcerer, Warlock, Wizard
At Higher Levels. When you cast this spell using a spell You create a floating, spectral copy of the dagger used to
slot of 2nd level or higher, the damage increases by 1d8 for cast this spell. This dagger haunts a single creature of your
each slot level above 1st. choice within range that lasts for the duration, until you cast
this spell again, or until the target creature moves outside of
Cloak and Dagger the spell's range.
3rd-level illusion When you cast the spell, you can make a melee spell attack
Casting Time: 1 action against the target creature. On a hit, the target takes psychic
Range: Self damage equal to 1d4 + your spellcasting ability modifier.
Components: S, M (a cloak you are wearing and a dagger) Additionally on a hit, the creature is treated as having an ally
Duration: Concentration, up to 10 minutes adjacent to it until the start of your next turn.
Classes: Sorcerer, Warlock, Wizard As a bonus action on your turn, you can repeat the attack
You become invisible until the spell ends. Anything you are against the target creature.
wearing or carrying is invisible as long as it is on the target’s Dowsing Dagger
person. You become visible if you attack or cast a spell. As 2nd-level divination
long as you maintain concentration on this spell, you can
become invisible as an action. Casting Time: 1 minute
Range: Self
Components: V, S, M (a dagger covered with a bit of honey)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
Upon casting this spell, choose one of the following
creature types: beasts, dragons, fey, humanoids,
monstrosities, or undead. You can attune your senses to
determine if any of the selected creature types lurk nearby. By
spending 1 uninterrupted minute focusing during this spell's
duration, you can sense whether any of the selected creature
type are present within 5 miles of you. This spell reveals the
numbers of the creature type around you and the creatures’
general direction and distance (in miles) from you. If there
are multiple groups of the selected creature type within
range, you learn this information for each group.
DIRKS & DAGGERS
Illus. James Zhang 35
Frost Fan You create a lash of necrotic energy that strikes one create
3rd-level conjuration within range. The target must succeed on a Strength saving
throw or be pushed up to 10 feet in a straight line away from
Casting Time: 1 action you. If this movement is blocked by another creature or it
Range: 10 feet ends the movement within 5 feet of another creature, both
Components: V, S, M (a dagger) creatures take 1d6 necrotic damage. Otherwise, the target
Duration: 1 minute takes 1d6 necrotic damage.
Classes: Druid, Ranger, Sorcerer, Wizard This spell's damage increases by 1d6 when you reach 5th
You create a momentary circle of icicle blades that sweep level (2d6), 11th level (3d6), and 17th level (4d6).
around you. Each creature within range, other than you, must
make on a Dexterity saving throw. A target takes 4d6 cold Pierce the Void
damage and 4d6 piercing damage on a failed saving throw or Conjuration cantrip
half as much damage on a successful one. Casting Time: 1 action
Range: 60 feet
Ghost Knife Components: S, M (a dagger that deals piercing damage)
Illusion cantrip Duration: Instantaneous
Casting Time: 1 bonus action Classes: Sorcerer, Warlock, Wizard
Range: Self You stab a dagger through space a creature within range.
Components: S, M (a dagger) Make a melee spell attack against a creature within range. On
Duration: 1 minute a hit, you deal 1d4 + your spellcasting ability modifier
Classes: Bard piercing damage.
A dagger you are holding is imbued with ghostly power. This spell's damage increases by 1d4 when you reach 5th
For the duration, you can use your spellcasting ability level (2d4), 11th level (3d4), and 17th level (4d4).
instead of Strength or Dexterity for the attack and damage
rolls of weapon attacks using the dagger and it deals
psychic damage. Additionally, you can make ranged weapon
attacks with the dagger for the duration if it has the thrown
property without throwing the weapon. The spell ends if you
cast it again or if you let go of the weapon.
Mindstab
Enchantment cantrip
Casting Time: 1 action
Range: 5 feet
Components: S, M (a dagger)
Duration: 1 round
Classes: Bard, Sorcerer, Warlock, Wizard
As part of the action used to cast this spell, you must make
a melee attack with a dagger against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and the head of the
creature becomes wreathed in psychic energy until the start
of your next turn. If the target makes an attack that doesn't
include you as a target, it immediately takes 1d6 psychic
damage, and the spell ends.
This spell's damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d6
psychic damage to the target, and the damage the target
takes for attacking another creature increases to 2d6. Both
damage rolls increase by 1d6 at 11th level and 17th level.
Mortal Coil
Necromancy cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a dagger)
Duration: Instantaneous
Classes: Cleric, Sorcerer, Warlock, Wizard

DIRKS & DAGGERS


36 Illus. Dean Spencer
Spell Pierce Stabbing Fear
1st-level abjuration 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Components: S, M (a dagger) Components: V, S, M (a dagger and a small cloth doll)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Wizard Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer,
Choose one magical effect with an area and a duration Warlock, Wizard
within range. You suppress the magic of a 1st level or lower's You connect a creature that you can see within range to an
spell in a 10-foot cube area for the duration. If the area of the effigy that you can stab and cause the target to feel its pain.
spell is larger than this spell's area, it continues as normal The target must succeed on a Wisdom saving throw. On a
outside of this spell's area. failure, the creature is frightened and you can immediately
For the area of a spell of 2nd level or higher, make an make an attack with a dagger you are holding against the
ability check using your spellcasting ability. The DC equals target creature as if you were within reach. If the target
10 + the spell’s level. On a successful check, you suppress the cannot see you, you have advantage on this attack.
magic of the spell's area as described above. At the end of each of its turns, the frightened creature can
On your subsequent turns, you must use your action to repeat the Wisdom saving throw, ending the effect on a
maintain this spell, or the spell ends. success. On your subsequent turns, you can use your action
At Higher Levels. When you cast this spell using a spell to attack the creature as if you were within reach with a
slot of 2nd level or higher, you automatically supress the dagger you are holding.
effects of a spell's area if the spell’s level is equal to or less
than the level of the spell slot you used. Vile Venom
4th-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a dagger coated with snake's blood)
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
You release a beam of vitriolic energy from the point of
your dagger that travels in a line 100 feet long and 5 feet
wide. Each creature in the line must make a Constitution
saving throw. A creature takes 2d8 poison damage and is
poisoned for the duration on a failed save, or half as much
damage on a successful one. While a creature is poisoned in
this way, they are incapacitated.
At the end of each of its turns, a poisoned creature can
make a Constitution saving throw, ending the effect on itself
on a success.
Volt Needle
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dagger that deals piercing damage)
Duration: 1 round
Classes: Artificer, Sorcerer, Wizard
As part of the action used to cast this spell, you must make
a ranged attack with a dagger against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and the creature has a volt
needle on it until the start of your next turn. If the creature
takes lightning damage from any other source, the volt needle
deals 1d8 lightning damage to the creature and the spell
ends.
This spell's damage increases when you reach higher
levels. At 5th level, the ranged attack deals an extra 1d8
lightning damage to the target, and the damage the target
takes for taking lightning damage increases to 2d6. Both
damage rolls increase by 1d6 at 11th level and 17th level.

DIRKS & DAGGERS


Illus. Jonathan Dupree 37
DIRKS & DAGGERS
38 Illus. Storn Cook
Part Five: Monsters & NPCs

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.

DIRKS & DAGGERS


Illus. Brian Despain 39
Clockwork Horror
These strange constructs have an origin shrouded in mystery. Clockwork Horror
Some claim they descend from the anaxim while others think Small construct, lawful evil
they are the project of some mad mage or god gone wrong.
Clockwork horrors have a beastial intellect and can Armor Class 20 (natural armor)
reproduce by gathering resources and building copies of Hit Points 28 (5d6 + 10)
themselves. This can lead to a conflict with creatures that Speed 40 ft., burrow 40 ft., climb 40 ft.
have a claim on those resources or happen to be the
resources themselves.
Eternal Construct. Clockwork horrors have two goals in STR DEX CON INT WIS CHA
existence: make more and protect themselves. A simple 12 (+1) 17 (+3) 15 (+2) 5 (-3) 14 (+2) 5 (-3)
equation means the more there are, the more they have to
protect, but the more that are capable of taking up the task. Damage Immunities poison, psychic; bludgeoning,
Because of this, most living creatures see clockwork horrors piercing, and slashing from nonmagical weapons
as vermin or as a scourge on societies. Because it takes time that aren't adamantine
to construct a single clockwork horror as the copy must be Condition Immunities charmed, exhaustion,
perfect, they typically lair in caves or the abandoned frightened,paralyzed, petrified, poisoned
dungeons of other creatures, working to build their series. If Senses darkvision 120ft., passive Perception 12
clockwork horrors are allowed to reproduce unchecked, a Languages understands the languages of its creator
massive army of them can bring towns and cities down to but can't speak
nothing in a matter of weeks. Challenge 2 (450 XP)
Calculating Destroyers. Clockwork horrors were created
with precision in mind and work towards any task they are Immutable Form. The clockwork horror is immune
put to with efficiency in mind. During combat, a group of to any spell or effect that would alter its form.
clockwork horrors will try to find the weakest point in a Magic Resistance. The clockwork horror has
defense and focus all attention towards it. If a specific advantage on saving throws against spells and other
creature is seen as a threat, the focus may change to stopping magical effects.
threat as quickly as possible. Horrors in packs will swarm a
single creature, razor saws digging into armor and flesh. Magic Weapons. The clockwork horror's weapon
attacks are magical.

Actions
Razor Saw. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 8 (2d4 + 3)

Variant: Plated Clockwork Horrors


Clockwork horrors can be made up of different
materials. The properties of those metals can
change the way the creature functions. A plated
clockwork horror has a challenge rating of 3 (700
XP) and one of the following traits.
Adamantine. Any critical hit against the
adamantine plated clockwork horror becomes a
normal hit.
Electrum. The electrum plated clockwork horror
gains the following attack: Pressure Dart. Ranged
Weapon Attack: +5 to hit, 20/60ft. range, one
target. Hit 5 (1d4 + 3) piercing damage and the hit
creature's has disadvantage on the next attack roll
it makes before the end of its next turn.
Gold. The gold plated clockwork horror can
innately cast the bolt rail cantrip and the spell
lightning bolt 1/day.
Mithril. The mithril played clockwork horror's
speeds are increased by 20 feet and it can make
two razor saw attacks as an action.
Platinum. Whenever the platinum plated
clockwork horror is subjected to lightning damage,
it takes no damage and instead regains a number of
hit points equal to the lightning damage dealt.

DIRKS & DAGGERS


40 Illus. Wayne Reynolds
Darkling
These fey creatures have a storied history as assassins and
thieves. Among their number, some migrate into the
Shadowfell and learn to change the light they absorb over
their lives into darkness. These masters of darkness are
called dark stalkers. They still bind themselves in black
garments to avoid more light entering themselves.

Dark Stalker
Small fey, chaotic neutral

Armor Class 14 (leather)


Hit Points 31 (7d6 + 7)
Speed 30ft.

STR DEX CON INT WIS CHA


9 (-1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 12 (+1)

Skills Acrobatics +8, Deception +2, Perception +5,


Stealth +8
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Languages Elvish, Sylvan
Challenge 3 (700 XP)

Dark Step. The dark stalker's movement does not


provoke opportunity attacks.
Killing Dark. When the dark stalker dies, nonmagical
darkness flashes out from it in a 10-foot radius as
its body and possessions, other than metal or
magic objects, burn to ash. Any creature in that
area and that is able to see the darkness must
succeed on a DC 11 Constitution saving throw or Sinister Schemes. Dark stalkers come in the world with
be blinded for 1 minute. A creature can repeat the devious selfish plans, take and learn what they can about
saving throw at the end of each of its turns, ending areas they invade, and then slink bank into the gloom to
the effect on itself on a success. mobilize their packs. On other occassions, dark stalkers are
Sneak Attack (1/Turn). The dark stalker deals an extra trained and raised to serve shadar-kai in the Shadowfell as
14 (4d6) damage when it hits a target with a scouts, assassins, messengers, and spies.
weapon attack and has advantage on the attack roll, A dark stalker will not enter combat unless the act is
or when the target is within 5 feet of an ally of the absolutely necessary. If it does enter combat, it will do
dark stalker that isn't incapacitated and the dark everything in its power to enter the fight unseen, either by
stalker doesn't have disadvantage on the attack roll. hiding or by creating a field of darkness. Once engaged, the
Superior Invisibility. As a bonus action, the dark dark stalker will strike hard and fast and move away, doing
stalker can magically turn invisible until its what it can to make it harder for multiple attackers to get
concentration ends (as if concentrating on a spell). within striking distance.
Any equipment the dark stalker wears or carries is Ready to Run. If combat goes sideways for a dark stalker,
invisible with it. it will retreat and attempt to get to aid or refuge. It will do this
Innate Spellcasting. The dark stalkers's spellcasting by concealing itself in darkness and then turning invisible to
ability is Charisma (spell save DC 11). The dark escape. They'll often retreat back to their lair if they have one.
stalker can innately cast the following spells, Dark stalkers prefer to live in subterranean locations, be it
requiring only verbal components: a cave, basement, or dungeon. In these places, their abilities
3/day each: darkness
are of the most use, especially if there are a lot of small
places for the stalker to hide.
Actions
Dagger (Melee). Ranged or Melee Weapon Attack:
+6 to hit, reach 5ft. or 20/60ft. range, one target.
Hit 6 (1d4 + 4) piercing damage.

DIRKS & DAGGERS


Illus. Dave Allsop 41
Black-hearted Fiends. Jovocs are around 4 feet tall with
Demon, Jovoc dark blue bruised and necrotized flesh. Their features are
These vicious dark-hearted demons are strife bundled into a similar to a gnome who has received the worst kinds of
small bloated frame. They eminate a tangible hatred and physical assault, left to the elements, and forgotten. They
vengeance that causes those that direct pain towards the smell of death and filt and their features are wounded malice.
jovoc to feel that pain in kind. In bands of demons, jovocs Each of the creatures spindly arms ends in a three-fingered
serve to fight from the front or even to be thrown into hand with dagger-like claws stained blood-red.
enemies by larger demonkind to create discord and chaos. They tear into everything with those claws, rending flesh or
trying to rip through barriers of wood. The success of these
efforts has much to do with what they're trying to rip apart.
Jovocs don't concern themselves with the pain they'd do to
themselves in the effort as its just a drop in the bucket to the
pain and agony that make up their very being.
Jovoc Dull Knives. As simple fodder in the wars that demons
Small fiend (demon), chaotic evil wage, jovoc are not especially cunning. Despite their lacking
intellectual faculties, they are lightning fast ambushers and
Armor Class 15 (natural) competent combatants. They are also fully aware of their
Hit Points 28 (4d6 + 12) aura of retribution's function and know how to use it to its
Speed 30 ft. greatest effect.
Jovocs move into large groups and pick on the weakest,
STR DEX CON INT WIS CHA
expecting the would-be defenders to dig into it and help in
destroying the group all at once. Jovocs that fight in groups
12 (+1) 15 (+2) 16 (+3) 7 (-2) 10 (+0) 7 (-2) will hold away from martial types and attack one another,
using their auras to wound any close enough or any who are
Skills Stealth +4 attempting to close with them.
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Abyssal, Common
Challenge 3 (700 XP)

Aura of Retribution. Whenever the jovoc takes


damage from any source, all non-demon creatures
within 30 feet of it must make a Constitution
saving throw DC 13 or take necrotic damage equal
to the amount of damage the jovoc has taken.
Regeneration. The jovoc regains 5 hit points at the
start of its turn if it has at least 1 hit point.

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.

DIRKS & DAGGERS


42 Illus. Wayne Reynolds
Doppelganger
These shapeshifters are a common fear of the paranoid. They
can become anyone, replacing a party of interest in invading
into spaces where a doppelganger may not be well-received.
The most feared are the doppelganger assassins, perfect
masters of espionage and subterfuge. They can appear
almost anywhere with dagger in hand to deal death to the
unfortunate soul the doppelganger assassin was hired to kill.
Masters of Infiltration. The ability to look like any other
humanoid is a powerful tool in the tool chest of a would-be
assassin. This racial ability makes a doppelganger a natural
for getting into spaces other assassins would have a hard
time entering. They also have the ability to detect the surface
thoughts of creatures around them, so this gives them a
precognitive sense of how to avoid scrutiny.
Trained Killers. By taking on the techniques employed by
rogues and mastering the art of assassination, doppelganger
assassins are a being to be feared. Even in hand-to-hand
combat, the ability to take advantage with sneak attack and
avoid damage with uncanny dodge and evasion make them a
force to be reckoned with.

Doppelganger Assassin Sneak Attack (1/Turn). The assassin deals an extra 13


(4d6) damage when it hits a target with a weapon
Medium monstrosity (shapechanger), neutral evil
attack and has advantage on the attack roll, or when the
Armor Class 14 target is within 5 feet of an ally of the assassin that
Hit Points 78 (12d8 + 24) isn't incapacitated and the assassin doesn't have
Speed 30 ft. disadvantage on the attack roll.

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.

DIRKS & DAGGERS


Illus. Eva Widermann 43
Dread Blossom Swarm
These blood-drinking plants originate from some plane
outside of the Material Plane, but were transplanted by
foolish planar travelers who did not fully understand their
Dread Blossom Swarm
Large swarm of tiny plants, neutral
parasitic nature. They form small meadows and then fly
about, spewing pollen and lancing into creatures who have Armor Class 16
the misfortune of entering their swarm. Hit Points 59 (7d12 + 14)
Bloodsucking Flowers. A single dread blossom appears Speed 0 ft., fly 60 ft.
to be a foot-long crimson flower with petals speckled with
gold and black spots and pollen of the same colors. The stem
of the flower ends with a hollow thorn surrounded by needle- STR DEX CON INT WIS CHA
like roots. When seen at rest, the stems remain in the bodies 2 (-4) 17 (+3) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
of the last victim of the swarm until new prey enter their field
of vision. Skills Stealth +6 (+9 if in forest terrain)
A Sight to See. When a swarm of dread blossoms gather, Damage Immunities poison
they fly about like starlings in search of a blood-filled creature Condition Immunities poisoned
to feast upon. The sight of hundreds of these rose-like flowers Senses blindsight 60ft. (blind beyond this radius),
swimming about in the air is said to be a magnificent sight, passive Perception 10
but not many have lived to tell the tale. In most of these cases, Languages Abyssal, Common
the unfortunate soul who sees it ends up a pin cushion filled Challenge 5 (1,800 XP)
with the thirsty stems of these flowers.
Poison Pollen. Any creature other than a dread
blossom swarm that starts its turn within 15 feet of
the the dread blossom swarm must succeed on a
DC 14 Constitution saving throw. If the saving
throw fails by 5 or more, the creature is instantly
poisoned and paralyzed for 1 hour. Otherwise, a
creature that fails the save begins to turn to
become paralyzed and is poisoned. The poisoned
creature must repeat the saving throw at the end of
its next turn, becoming paralyzed for 1 hour on a
failure or ending the effect on a success. The
petrification lasts until the creature is freed by a
spell or effect that removes poison. Unless
surprised, a creature can cover its mouth and nose
with one free hand to avoid the saving throw at the
start of its turn. If the creature does so, gains
advantage on the saving throw so long as it keeps
its mouth and nose covered with the free hand.
Regeneration. The dread blossom swarm regains 10
hit points at the start of its turn. If the dread
blossom swarm takes cold or fire damage, this trait
doesn't function at the start of the dread blossom
swarm's next turn. The dread blossom swarm is
destroyed only if it starts its turn with 0 hit points
and doesn't regenerate.

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.

DIRKS & DAGGERS


44 Illus. F. Irving
Fomorian
Considered the most hideous and evil of all the giants,
Fomorians are Godless giantkin whose twisted forms reflect
their evil nature. In ancient times, they were splendid
giantkin who had beautiful minds that made beautiful magic.
They were wronged by the Fey and have wishes vengeance
upon them ever since their people were warped by the magic
that made them what they are today.
Butchers. Because a fomorian relishes in the utter
destruction of creatures that had wrong them, their minds
twist into a bloodthirsty and destructive state that desires
nothing more than to peel the flesh from the Fey or even
creatures who have more immediately wronged them.
A fomorian butcher thinks about cutting at the bodies of
living creatures with nearly every waking moment of its life,
wanting nothing more than to smell the stench of innards
and pull apart bones and meat for its sick pleasure. Their
massive forms allow for them to break bones with a simple
grasp, and the thought of killing in this way invigorates them,
moreso when the deed is done.
Cacklers. The old magics of the fomorian were more
subtle than simply being large and breaking foes. They had
arcane tricks to change their size and to enchant the minds of
others. Fomorian cacklers relish in the terror they cause with
their maddening laugh as they skulk about in the shadows of
the Underdark, then spring upon unsuspecting prey. The
cackler's curse causes an unfortunate creature to lose sight
of a cackler and this usually ends with blow after blow from
the cackler's heartseeker dagger, attacks made to maim and
not to kill to draw out the terror of the victim.

Fomorian Butcher Actions


Huge giant, chaotic evil Multiattack. The fomorian attacks twice with its cleaver
or makes one cleaver attack and uses Evil Eye once.
Armor Class 15 (leather, natural armor)
Hit Points 149 (13d12 + 65) Cleaver. Melee Weapon Attack: +9 to hit, reach 10ft.,
Speed 30 ft. one target. Hit 5 (3d4 + 6) piercing damage. If this
attack hit reduces the hit creature to 0 hit points, the
fomorian butcher gains 10 temporary hit points.
STR DEX CON INT WIS CHA
Evil Eye. The fomorian butcher magically forces a
23 (+6) 16 (+3) 20 (+5) 15 (+2) 14 (+2) 8 (-1) creature it can see within 60 feet of it to make a DC 14
Charisma saving throw. The creature takes 18 (4d8)
Skills Perception +6, Stealth +7 psychic damage and is blinded until the end of the
Senses darkvision 120 ft., passive Perception 14 fomorian butcher's next turn on a failed save.
Languages None
Curse of the Evil Eye (Recharges after a Short or Long
Challenge 9 (5,000 XP)
Rest). With a stare, the fomorian uses Evil Eye, but on a
failed save, the creature is also cursed with magical
Know Where to Cut. The fomorian butcher has deformities. While deformed, the creature has its
advantage on attack rolls made against blinded speed halved and has disadvantage on ability checks,
creatures or creatures transformed by Curse of the Evil saving throws, and attacks based on Strength or
Eye. Dexterity.
Blood Thirst. The fomorian butcher's walking speed
increases to 60 feet if it moves directly towards a The transformed creature can repeat the saving throw
creature that has less than maximum hit points. whenever it finishes a long rest, ending the effect on a
success.

DIRKS & DAGGERS


Illus. Jonathan Dupree 45
Fomorian Cackler Actions
Huge giant, chaotic evil Heartseeker Dagger (Melee). Melee Weapon Attack: +9
to hit, reach 10 ft., one target. Hit: (3d6 + 6) piercing
Armor Class 14 (natural armor) damage.
Hit Points 136 (13d12 + 52)
Speed 30 ft. Heartseeker Dagger (Ranged). Ranged Weapon Attack:
+9 to hit, range 40/120 ft., one target. Hit 5 (3d6 + 6)
piercing damage, and the dagger returns to the
STR DEX CON INT WIS CHA fomorian cackler.
23 (+6) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 8 (-1) Evil Eye. The fomorian cackler magically forces a
creature it can see within 60 feet of it to make a DC 14
Saving Throws Dexterity +7, Intelligence +5 Charisma saving throw. The creature takes 18 (4d8)
Skills Acrobatics +7, Stealth +10 psychic damage and is blinded until the end of the
Senses darkvision 120 ft., passive Perception 12 fomorian cackler's next turn on a failed save.
Languages Giant, Undercommon
Cackler's Curse (Recharges after a Short or Long Rest).
Challenge 11 (7,200 XP)
With a stare, the fomorian cackler uses Evil Eye, but on
a failed save, the creature is also cursed by the cackler's
Special Equipment. A fomorian cackler has a single curse. While cursed, the creature treats the fomorian
potion of invisibility. cackler as invisible. The cursed creature can repeat the
Invisible Mania. A fomorian cackler's weapon attacks saving throw whenever it finishes a long rest, ending
deal 4d6 extra damage against a creature that cannot the effect on a success.
see the cackler. Size Alteration. As a bonus action, the fomorian cackler
Evasion. If the fomorian cackler is subjected to an changes its size to Medium. While Medium-sized, its
effect that allows it to make a Dexterity saving throw to reach with heartseeking dagger attacks is reduced to 5
take only half damage, the cackler instead takes no feet. The cackler can return to its normal size as a
damage if it succeeds on the saving throw, and only bonus action.
half damage if it fails.

DIRKS & DAGGERS


46 Illus. Dave Allsop
Goblin
Goblins are small, quick, and deadly. Daggers are a weapon
that is a focus of the strengths of the goblin, allowing for
nimble and sharp blows without overcompensating with the
Goblin Blackblade
Small humanoid (goblin), chaotic evil
size of a weapon.
The Blackblade. Goblins who take up the charge of Armor Class 17 (chain shirt, shield)
defending their families and clans by serving whatever goblin Hit Points 22 (5d6 + 5)
god they worship are called blackblades. They take up special Speed 30 ft.
obsidian daggers that pulse with magic in their hands and
wear the best armor and carry the best shields their kin have
to offer. They are usually in the vanguard of a goblin force, STR DEX CON INT WIS CHA
acting as captains. They are also often used as guards for 10 (+0) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 12 (+1)
goblin bosses or leaders.
The Bruiser. Bruisers are muscular goblins who use Senses darkvision 60 ft., passive Perception 9
spiked gauntlets and dirty tactics while engaging with foes. If Languages Common, Goblin
the fight alongside other goblins, they can use numbers or Challenge 1 (200 XP)
ambushes to deal a bit more damage to their foes.
The Cutter. A cutter uses a pair of sickles in tandem to cut Nimble Escape. The goblin can take the Disengage
away at larger creatures. Their speed and nimbleness allow or Hide action as a bonus action on each of its
for hit-and-run techniques and acrobatic flourishes. They turns.
attack twice as much as a typical goblin with their wicked
curved blades. Actions
The Thorn Priest. Goblins that twist the natural world to Blackblade. Melee Weapon Attack: +4 to hit, reach
fight for them are called thorn priests. They use druidic craft 5ft., one target. Hit 4 (1d4 + 2) plus 7 (2d6)
towards their own ends, entangling foes in vines or lashing necrotic damage.
them about with whips covered in thorns. These priests are
regarded as wisened and knowledgeable among goblinkind, Reactions
so will often be found traveling in the
company of normal goblins, cutters, Protect. When a creature the goblin blackblade can
bruisers, bosses, or even a see attacks a target other than it that is within 5
few blackblades. feet of the goblin blackblade, it can use its reaction
to impose disadvantage on the attack roll.

DIRKS & DAGGERS


Illus. Dave Allsop 47
Goblin Bruiser
Small humanoid (goblin), chaotic evil
Goblin Thorn Priest
Armor Class 13 (hide armor) Small humanoid (goblin), chaotic evil
Hit Points 16 (3d6 + 6)
Speed 30 ft. Armor Class 12 (16 with barkskin)
Hit Points 22 (5d6 + 5)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 8 (-1) STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (50 XP) Skills Medicine +4, Nature +3, Perception +4
Senses darkvision 60 ft., passive Perception 14
Nimble Escape. The goblin can take the Disengage Languages Common, Goblin
or Hide action as a bonus action on each of its Challenge 2 (450 XP)
turns.
Nimble Escape. The goblin can take the Disengage
Advantageous Attack. The goblin deals an extra 2 or Hide action as a bonus action on each of its
damage when it hits a target with a weapon attack turns.
and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the goblin that Spellcasting. The goblin thorn priest is a 4th-level
isn't incapacitated and the goblin doesn't have spellcaster. Its spellcasting ability is Wisdom (spell
disadvantage on the attack roll. save DC 12, +4 to hit with spell attacks). It has the
following druid spells prepared:
Actions Cantrips (at will): poison spray, primal savagery*,
Spiked Gauntlet. Melee Weapon Attack: +4 to hit, thorn whip
reach 5ft., one target. Hit 4 (1d4 + 2) piercing 1st level (4 slots): cure wounds, earth tremor*,
damage. entangle, snare*
2nd level (3 slots): barkskin, stabbing fear✝

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
Goblin Cutter one target. Hit 4 (1d4 + 2)
Small humanoid (goblin), chaotic evil

Armor Class 15 (piecemeal armor) *- Xanathar's Guide to Everything


Hit Points 13 (3d6 + 3) ✝ - Part Four: Spells
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (-1)

Skills Acrobatics +5, Perception +3


Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 1/2 (50 XP)

Nimble Escape. The goblin can take the Disengage


or Hide action as a bonus action on each of its
turns.

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.

DIRKS & DAGGERS


48 Illus. Jonathan Dupree
Minotaur
Minotaurs have close ties to the occult as they are
descendants of those who dabbled in magics that changed
them as beings entirely. The primal nature of the roots
of the minotaur are connected in ways to demon lords
and strange beastial magics. Minotaurs that learn
as much as they can about this history and the powers
that stir because of it are cultists.
Servants of Evil. Minotaur cultists typically lead worship
among minotaur clans. They serve a particular demon lord or
some other fiendish being with hopes of becoming more
powerful and bringing strength to their clan. The best way to
do this is to seek out strong hearts and bodies for sacrifice
and for consumption. The best way for them to get at the
heart neatly or cut up the body in an organized fashion is
with a dagger.
Primal Devotion. Minotaur cultists are crafty priests with
the ability to bolster their allies and create discord among
enemies. They will hold behind larger forces if available and
cast spells like spiritual weapon and stabbing fear on obvious
spellcasters hiding behind their own warriors. If a weakened
creature is present on the front line, the cultist will engage
with its dagger in hopes of getting the killing blow.
The Horned King. As mentioned in the Monster Manual,
minotaurs come from Baphomet, a demon lord associated
with savagery and a connection with the wild viciousness of
the world. Minotaurs nature changes from place to place, but
these cultists are most closely aligned with those that follow
Baphomet as their paragon.

Minotaur Cultist Labyrinthine Recall. The minotaur can perfectly recall


any path it has traveled.
Large monstrosity, chaotic evil
Spellcasting. The minotaur is a 5th-level spellcaster. Its
Armor Class 14 (16 with shield of faith) spellcasting ability is Wisdom (spell save DC 14, +6 to
Hit Points 85 (10d10 + 30) hit with spell attacks). It has the following cleric spells
Speed 30 ft. prepared:
Cantrips (at will): resistance, spare the dying, toll the
STR DEX CON INT WIS CHA dead, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, shield of
18 (+4) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 9 (-1) faith
2nd level (3 slots): augury, spiritaul weapon, stabbing
Skills Perception +10, Religion +2 fear✝
Senses darkvision 60 ft., passive Perception 20 3rd level (2 slots): bestow curse, spirit guardians
Languages Common, Goblin
Challenge 5 (1,800 XP) Actions
Multiattack. The minotaur makes two dagger attacks.
Charge. If the minotaur moves at least 10 feet straight
toward a target and then hits it with a gore attack on Dagger. Melee Weapon Attack: +7 to hit, reach 5ft., one
the same turn, the target takes an extra 9 (2d8) target. Hit 9 (2d4 + 4) piercing damage. If this attack
piercing damage. If the target is a creature, it must reduces a creature to 0 hit points, the minotaur cultist
succeed on a DC 14 Strength saving throw or be gains 5 temporary hit points.
pushed up to 10 feet away and knocked prone.

*- Xanathar's Guide to Everything


✝ - Part Four: Spells

DIRKS & DAGGERS


Illus. Jonathan Dupree 49
Creatures of Shadow. Rakes are creatures of the night
Rake that stalk prey for the joy of it. They are aberrant masses of
Rakes are creatures that are humanoid in appearance that pure malice and shadow that have unnatural fluidity and
attack humanoids from the shadows. The creatures are just speed. A rake has pale white and gray skin with fleshy
as happy with killing its prey as letting it escape terrified and patches over a gaunt skeletal frame. The flesh is rubbery and
traumatized by the encounter. Rakes are manifestations of the "bones" underneath are flexible to the touch. Their faces
the Far Plane that come to being in places close to where are little more than a gaping smile of sharp teeth and jet
mortal creatures live. They can spawn in dark sewers black eyes. Some rakes have strange tattoo-like markings on
beneath large cities or mossy caves out in the forests them, but these don't appear to have any arcane signifigance.
surrounding towns. In rare cases, a group of rakes can Their fingers are long and spindly and end in ebony claws
terrorize a small hamlet, feeding off the people foolish dripping with a green venom. The poison from a rake's claws
enough to wander about at night. is extremely potent and lingers in a wounded creature for a
short while after it does it damage.
Not Quite Undead. A number of stories about rakes
consider that they are some malicious soul that has been
reborn into this unnatural being. Rakes do have a humanoid
shape and similar vulnerabilities to typical undead, but
Rake despite this are something different entirely. They are
Medium aberration, neutral evil cunning and cruel, more so when there is a group of them.
They will terrorize farmers or small settlements just for the
Armor Class 6 (varies, see fluid defense) pleasure the act brings. Theories abound that they are
Hit Points 32 (5d8 + 10) twisted fey returned from ventures into the Far Plane or a
Speed 30 ft., climb 30 ft. variation on undead from those chaotic realms outside of
normal planar structure.
STR DEX CON INT WIS CHA
They cluster in the dark places of the world and strangely
have a strong sense of socializing with other rakes. When it
11 (+0) 19 (+4) 14 (+2) 12 (+1) 12 (+1) 8 (-1) comes to other creatures, however, rakes do not play well
with them. Rakes are near impossible to control, especially by
Saving Throws Dex +6 magical means, so they typically are only found working with
Damage Vulnerabilities radiant others of their kind.
Damage Resistances force, poison
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 11
Languages -
Challenge 3 (700 XP)

Celerity. The rake can take the Dash or Disengage


action as a bonus action on each of its turns.
Additionally, while in dim light or darkness, the
rakes speed increases by 10 feet, and attacks of
opportunity made against it have disadvantage.
Fluid Defense. When the rake is targeted with an
attack roll, roll a d20 and add 6. This result acts as
the rake's AC for the attack.
Sunlight Sensitivity. While in sunlight, the rake has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

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.

DIRKS & DAGGERS


50 Illus. Jonathan Dupree
Spider
Spiders come in all different shapes and sizes and some have
been manipulated by magic to serve as guardians, attackers,
or even mounts. No culture utilizes spiders more than the
Bladed Spider
Large monstrosity, neutral
drow. One such creation was a war mount called a bladed
spider that had long knives at the end of each of its limbs. Armor Class 15 (natural armor)
Bladed Spiders. Bladed spiders are voravious hunters, Hit Points 52 (8d10 + 8)
able to use the normal predatory tactics of giant spiders and Speed 30 ft., climb 30 ft.
to move through the tunnels of the Underdark and carve up
its own dinner. They lurk in crevices, pits, alcoves, and
anywhere where the shadows are the greatest and leap out STR DEX CON INT WIS CHA
with blades forward to lance its target. Some have ways of 16 (+3) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 4 (-3)
coming out of trap holes and attacking with a sudden rush
from below. Despite being little more than a beast, bladed Senses blindsight 10 ft., darkvision 60 ft., passive
spiders seem to have the same cunning as the drow that Perception 10
created them. Languages -
Bladed Spiders as Mounts. Drow ride atop bladed Challenge 2 (450 XP)
spiders. They are not as common a sight as the subterranean
lizards they're most commonly known for riding, but they are Spider Climb. The spider can climb difficult
considered equally if not more deadly. As they can climb on surfaces, including upside down on ceilings,
walls and ceilings, they provide a range of mobility that is without needing to make an ability check.
highly prized in the Underdark. They coordinate well with Web Sense. While in contact with a web, the spider
riders in combat and can focus attention on a single foe that knows the exact location of any other creature in
the rider is engaged with. Their dagger-like blades are contact with the same web.
covered in venom and it can paralyze a creature that has too
much of it in their blood. Web Walker. The spider ignores movement
restrictions caused by webbing.

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.

DIRKS & DAGGERS


Illus. Warren Mahy 51
Aboleths are creatures that lurk in the deep and enslave
Umbraleth those foolish enough to dive too deep. Umbraleths also lurk
The ever-changing nature of aberrations means that there are in the darks of bodies of water, but are more interested in the
vast varieties of the most feared monsters in the world. One act of stalking and killing its prey rather than manipulating it
such variation is the umbraleth. The umbraleth is a cousin of mentally.
the aboleth. It has arms in the place of its front tentacles and Creeping in Dark Water. The umbraleth is a master of its
its tail is a mass of wriggling black tentacles. domain, becoming invisible to creatures who normally can
see in the dark. It uses daggers in a space where more primal
weapons are employed. It can sense the fears in those that
open their minds to it. It will typically move to snatch a single
Umbraleth foe in its tentacles and bombard it with dagger blows as it
Large aberration, lawful evil evil drags the creature deeper into the depths. The inky cloud
obscures it from normal vision methods in the dark, making
Armor Class 17 (natural armor) it difficult to track as well.
Hit Points 78 (12d10 + 12) Servants of the Aboleth. Umbraleths work best in
Speed 10 ft., swim 40 ft. coordination with an aboleth. They serve as patrols in the
damp lairs, bursting out on unsuspecting creatures and
STR DEX CON INT WIS CHA
dragging those that would serve an aboleth well to them to
have them fully changed.
19 (+4) 19 (+4) 13 (+1) 16 (+3) 16 (+3) 16 (+3)

Senses darkvision 120 ft., passive Perception


Languages Deep Speech, telepathy 120 ft.
Challenge 7 (450 XP)

Amphibious. The umbraleth can breathe air and


water.
Inky Cloud. While underwater, the umbraleth is
surrounded by an inky cloud. While in darkness, the
umbraleth is invisible to any creature that relies on
darkvision to see it in that darkness.
Probing Telepathy. If a creature communicates
telepathically with the umbraleth, the umbraleth
learns the creature's greatest fears if the umbraleth
can see the creature.

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.

DIRKS & DAGGERS


Illus. Bob Greyvenstein
52
Appendix A: Nonplayer Characters
This appendix contains statistics for various humanoid
nonplayer characters (NPCs) that use daggers. Use the rules
presented in the Monster Manual on page 342 to further Cutthroat
customize these NPCs. Medium humanoid (any race), any alignment

Armor Class 14 (leather armor)


Cloaked Dancer Hit Points 32 (5d8 + 10)
Speed 30 ft., climb 30 ft.
Medium humanoid (any race), any alignment

Armor Class 15 (chain shirt)


Hit Points 27 (5d8 + 5) STR DEX CON INT WIS CHA
Speed 30 ft. 12 (+3) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Senses blindsight 10 ft., darkvision 60 ft., passive


STR DEX CON INT WIS CHA
Perception 10
10 (+0) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 14 (+2) Languages -
Challenge 1/2 (100 XP)
Skills Acrobatics +5, Performance +4
Senses passive Perception 10 Cutthroat Tactics. The cutthroat has advantage on an
Languages any two languages attack roll against a creature if at least one of the
Challenge 1 (200 XP) cutthroat's allies is within 5 ft. of the creature and
the ally isn't incapacitated. Additionally, the
Beguiling Dance. If the cloaked dancer targets a cutthroat deals an extra 2 damage when it hits a
creature with a weapon attack that has not made a target with a weapon attack and has advantage on
weapon attack against the cloaked dancer since the the attack roll.
start of the creature's last turn, the cloaked dancer
has advantage on its attack roll. Actions
Multiattack. The cutthroat makes two dagger
Actions attacks.
Multiattack. The cloaked dancer makes three
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
attacks.
reach 5ft. or range 20/60 ft., one target. Hit: 5 (1d4
Kukri. Melee Weapon Attack: +5 to hit, reach 5ft., + 3) piercing damage.
one target. Hit 5 (1d4 + 3) slashing damage. When
the cloaked dancer hits with this attack made with
advantage, it rolls a second weapon damage roll and Cutthroats are slightly sharper than thugs, but equally
uses the higher of the two rolls. ruthless enforcers and hired toughs.
Chakram. Ranged Weapon Attack: +5 to hit, range
20/60 ft., one target. Hit 5 (1d4 + 3) slashing
damage. At the end of the cloaked dancer's turn, if
it is in the same space it was at the time it made a
chakram attack during the turn and it has a hand
free, the chakram returns to the cloaked dancer's
hand.

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.

The cloaked dancer dances into the hearts and minds of an


audience, beguiling foes with skillful dance moves, leaving
victims in a state of confusion as they feel the final strike.

DIRKS & DAGGERS


Illus. Steve Prescott 53
Daggermaster
Medium humanoid (any race), any alignment

Armor Class 15 (leather armor)


Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 19 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +7, Int +3


Skills Acrobatics +10, Athletics +3, Perception +3,
Sleight of Hand +7, Stealth +10
Senses passive Perception 13
Languages any two languages
Challenge 6 (100 XP)

Cunning Action. On each of its turns, the thief can


use a Bonus Action to take the Dash, Disengage, or
Hide action.
Evasion. If the daggermaster is subjected to an
effect that allows it to make a Dexterity saving
throw to take only half damage, the daggermaster
instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The daggermaster deals an Lurk
extra 14 (4d6) damage when it hits a target with a Medium humanoid (any race), any alignment
weapon Attack and has advantage on the Attack
roll, or when the target is within 5 feet of an ally of Armor Class 14 (leather armor)
the thief that isn’t Incapacitated and the thief Hit Points 16 (3d8 + 3)
doesn’t have disadvantage on the Attack roll. Speed 30 ft.

Actions STR DEX CON INT WIS CHA


Multiattack. The daggermaster makes four dagger
attacks. 10 (+0) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 10 (+0)

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.

Lurks are sneaky backstabbers who use the shadows and


cover to hide in wait and dash out brandishing sharp knives.
DIRKS & DAGGERS
54 Illus. Enmanuel Martinez, Jonathan Dupree
Whirling Chainmaster
Medium humanoid (any race), any alignment

Armor Class 17 (piecemeal armor)


Hit Points 62 (8d8 + 26)
Speed 30 ft.
Streetfighter
Medium humanoid (any race), any alignment STR DEX CON INT WIS CHA
Armor Class 15 (studded leather) 14 (+2) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 12 (+1)
Hit Points 32 (5d8 + 10)
Speed 30 ft. Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Senses passive Perception 13
STR DEX CON INT WIS CHA Languages any two languages
14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 9 (-1) Challenge 3 (1,800 XP)

Senses passive Perception 10 Actions


Languages any two languages
Multiattack. The chainmaster makes two spiked
Challenge 1/2 (100 XP)
chain attacks. If each of these attacks targets a
separate creature, it can make an additional spiked
Always Ready. The streetfighter gains a +5 bonus on chain attack against a third target if available.
initiative rolls.
Spiked Chain. Melee Weapon Attack: +6 to hit,
Actions reach 10ft., one target. Hit 6 (1d4 + 4) piercing or
slashing damage.
Multiattack. The streetfighter makes two melee
attacks. Whirlwind. The chainmaster makes a single spiked
chain attack. Each creature the attack roll would hit
Dagger. Melee or Ranged Weapon Attack: +4 to hit, within 10 feet takes damage as if it had been hit by
reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4 the spiked chain.
+ 2) piercing damage and the streetfighter can
make an unarmed strike against the same target as Reactions
a bonus action during this turn.
Uncanny Dodge. The chainmaster halves the
Unarmed Strike. Melee Weapon Attack: +5 to hit, damage that it takes from an attack that hits it. The
reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4 chainmaster must be able to see the attacker.
+ 2) bludgeoning damage.

Whirling chainmasters are able to enter into the fray with


Streetfighters enjoy close fighting with knives and fists and multiple opponents and bring about bladed chains in a
usually fight alongside bandits and thugs. tornado of pain.
DIRKS & DAGGERS
Illus. Ron Spencer, Scott Fischer 55
Appendix B: Self Promotion

T
HANK YOU FOR READING THIS RULES
supplement for the 5th Edition of Dungeons &
Dragons. Please check out my other titles,
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