Sacrificial Knife
Weapon (dagger)s, very rare (requires attunement by a creature that worships a god)
Price: 10,000-30,000 gp | medium sentimentality
The knife is beautiful, with gold trim on the handle. You can choose to have it deal 4d4 slashing damage instead of its normal 1d4 piercing damage when attacking beasts with a challenge rating of 0.
Paid
Once a day, you can use an action to pull out the entrails of a creature killed by the knife and spend 10 minutes studying them to reveal omens about the future. Roll on the Omens table to determine the omen you receive.
| d12 | Omen |
|---|---|
| 1-3 | Disease has turned the entrails black, and the patterns in the putrid infestation tell you an Omen of the Dead. |
| 4-5 | Green, undigested foliage fills the entrails, giving an Omen of the Hunt. |
| 6-7 | You see glimmers of blue among the shiny entrails like light sparkling off ocean waves, revealing an Omen of the Sea. |
| 8-9 | Red blood seeps from fresh entrails like molten metal through molds, presenting an Omen of the Forge. |
| 10-11 | White fat runs through these entrails, meaning they’ll burn aromatically, presenting a fine sacrifice to Heliod, chief among the gods. It’s an Omen of the Sun. |
| 12 | An absence of color in these entrails doesn’t mean an absence of meaning, instead being an Omen of the Night Sky. |
Each omen grants different benefits:
Omen of the Dead. The omen warns of a brush with death. Roll five d20s and record the results in the order you rolled the dice. The first time you’d drop to 0 hit points within the next 24 hours, determine whether you’d stabilize or die if you’d rolled the recorded results as your death saving throws. If you’d stabilize, you instead drop to 1 hit point. If you’d die, you die immediately.
Omen of the Hunt. The omen predicts a great hunt. Roll two d20s and record the results. The first time you enter combat within the next 24 hours, assign the results of the rolls to two different creatures entering combat—you can only assign each result once—and those results replace the values of their Dexterity checks when determining their initiative order.
Omen of the Sea. The sea is no place for the unskilled, so the omen grants you visions to aid in the trials that may come. The next three times you make a skill check within the next 24 hours, you make the check with advantage.
Omen of the Forge. The omen reminds you that destruction must accompany creation. Roll 2d12 and record the result. Once in the next 24 hours, you can use a bonus action to target one creature within 60 feet of you to suffer fire damage equal to the value of the result. Creatures don’t know you’re the cause of the damage unless they’re worshipers of Purphoros, within 30 feet of you when you use your bonus action, and succeed a DC 14 Wisdom (Perception) check.
Omen of the Sun. The omen tells of coming dangers. Roll three d20s and record the results. During the next 24 hours, you can use each result once to replace the result of a saving throw made by any creature within 60 feet of you.
Omen of the Night Sky. The omen speaks of magic descending from Nyx to aid you, weakened by the journey but still effective. Roll three d20s, halve the results, rounded down, and record the halved results. During the next 24 hours, you can use each result once to add it to any roll you make.
Overpaid
The first time you attune to the knife, you gain the effects of the legend lore spell as though you cast it.
Source: The Gray Merchant of Asphodel