Doomblood Athame

Aura necromancy; CL 8th; Slot none; Price 18,000 gp; Weight 0.1 lbs.


While this cold iron dagger is on your person or in your possession (it need not be welded), the first time each round a target makes a saving throw against a hex of yours, you may choose to take damage equal to half your hexcaster level (all levels in classes that give you access to hexes, or half your character level, whichever is higher) to create a blood curse. This damage bypasses any defenses you have, and cannot be recovered through spells or channeling (though hexes and other spell-like abilities, potions, and natural healing, work normally).

If you are affected by this damage, the target is sickened for 1 round. This duration can be extended with the cackle hex. This effect can be removed with a remove curse or remove disease, but requires a caster level check against a DC equal to 10 + your caster level. Once you have used the doomblood athame’s blood curse against a target, you cannot use it against that target again for 24 hours.

Additionally, when you use either the doomblood athame or a natural weapon or unarmed attack to attack a target that has failed a save against one of your hexes within the past 24 hours, you may use your hexcaster level as your bonus to attack (in place of your base attack bonus and any ability score bonus you would normally add to the attack), and your attack is considered bane against that target (an additional +2 to your attack roll, and +2d6 damage).


Feats Craft Magic Arms and Armor; Special must know a greater hex; Cost 9,000 gp

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Some Custom PF1 Items for Witches Copyright 2022 Owen K.C. Stephens Blog ( Author Owen K.C. Stephens

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