Dagger of the Lion – new DnD magic weapon

Dagger of the Lion magic item for Dungeons and Dragons

This new magic weapon for Dungeons & Dragons is a dagger that can summon a lion companion that grows in power.


Dagger of the Lion

Weapon (dagger), uncommon [Tier 1]

(requires attunement)

Damage: 1d4 piercing

Weight: 1 lb.

Properties: Finesse, Light, Thrown (range 20/60)

Once wielded by the king of a lost desert kingdom, this dagger has the power to summon a mighty lion companion.

Lion Companion. Once per day, you can use an action to summon a Lion from the dagger. The lion is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the lion defends itself but takes no other actions. The creature vanishes after 1 hour, when you use a bonus action to dismiss it, or when it is reduced to 0 hit points.


Dagger of the Lion magic item card 1
Dagger of the Lion magic item card 2, Tier 1

Rare [Tier 2] upgrade

When you achieve level 5 while attuned to the dagger, you have a +1 bonus to attack and damage rolls made with this magic weapon.

Your lion companion can be summoned 3 times per day, its stats improve, and it becomes rideable.

Armor Class: 14

Hit Points: 84 (8d10 + 40)

Carrying Capacity: 400 lb., 1 Medium or smaller rider

While riding the lion, you can mentally control its movement on your turn. However, riding a lion bareback is more challenging than riding a horse with a harness and tack. When the lion uses its Pounce or Running Leap features, you must succeed a DC 12 Dexterity saving throw to avoid falling off the lion and taking 1d4 bludgeoning damage.


Dagger of the Lion magic item card 3, Tier 2

Very Rare [Tier 3] upgrade

When you achieve level 10 while attuned to the dagger, you have a +2 bonus to attack and damage rolls made with this magic weapon. 

Your lion companion can be summoned 5 times per day and vanishes after 3 hours instead of 1. Riding the lion no longer requires saving throws, and you can telepathically communicate with the lion within 60 feet. The lion has a 12 (+1) Intelligence, and its attack actions improve.

Multiattack. The lion makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Dagger of the Lion magic item card 4, Tier 3

Legendary [Tier 4] upgrade

When you achieve level 17 while attuned to the dagger, you have a +3 bonus to attack and damage rolls made with this magic weapon.

Your lion companion only vanishes when you use a bonus action to dismiss it or when it is reduced to 0 hit points. It can still be summoned 5 times per day.

The lion’s stats improve and it gains new abilities.

Armor Class: 17

Hit Points: 142 (15d10 + 60)

Roar. Each creature of your choice within 30 feet of the lion must make a DC 13 Wisdom saving throw. A target automatically succeeds on the save if it can’t hear the lion. On a failed save, a target becomes frightened of the lion for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Teleport (Recharge 4–6). The lion magically teleports, along with any rider or equipment it is carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the lion can make one Bite attack.


Dagger of the Lion magic item card 5, Tier 4

Power Tiers

To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.

Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.

Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.

Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.

Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.

An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.


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