You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a biological creature with this weapon, the creature takes an extra 3d6 points of slashing damage. For the purpose of this weapon, "biological" refers to any creature with flesh or a consciousness.
Cursed Blade of Decay:
Upon attuning to the Astrid Dagger, you feel a cold, crawling sensation within your veins. This weapon is cursed—when you attune to it, you cannot willingly part from it unless the curse is broken by a Remove Curse spell or similar magic.
Goo of Astrill:
When the Astrid Dagger strikes a biological creature, the blade’s black, viscous goo bursts forth. The target must make a DC 16 Constitution saving throw. On a failed save, the target begins to rot and decay. The creature takes 3d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest or receives a Greater Restoration spell or similar magic. If the target is reduced to 0 hit points by this effect, they are killed outright, and their body is consumed by the goo.
Spreading Corruption:
If the goo is not removed (via amputation or Remove Curse), the rot continues to spread. The target must make a DC 16 Constitution saving throw at the start of each of their turns while the goo is still in their body. On a failed save, the necrotic damage and hit point maximum reduction increases by 2d6 until the rot is severed. This effect can only be stopped by cutting off the affected limb or by receiving divine intervention (such as the Divine Intervention feature or Greater Restoration).
Corruption’s Call:
Whenever you kill a creature with the Astrid Dagger, the dagger pulses with dark energy. Astrill’s whispers fill your mind, and you gain advantage on your next attack roll with the dagger. Additionally, once per long rest, you can channel the divine rot within the blade to cast Blight (no material components required). The DC for this ability is 18.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Damage: Additional, Once whispered of in celestial circles, now feared across shadowed realms, the Astrid Dagger is a relic of divine ambition gone terribly wrong. It was not forged by mortals, but by a conclave of lesser gods, desperate to break the chains of their insignificance. Deep within the Great Forge, where magma meets the bones of dead stars, these gods siphoned a fragment of power from Astrill, the God Beneath—an ancient, imprisoned deity of rot, corruption, and rebirth through decay. With that fragment, they crafted a blade not of steel, but of bound ichor—a black, living goo encased in celestial silver, pulsing faintly with unnatural life. When the Astrid Dagger strikes a biological creature, it does more than wound. The black viscous substance within the blade bursts forth, instantly enveloping the point of impact. The goo spreads like sentient rot, killing flesh, corrupting bone, and severing the body from the soul. The only known ways to stop the spread are amputation of the afflicted area or intervention by powerful divine magic. Each use of the Astrid Dagger feeds the will of Astrill, thinning the veil of his prison. Some believe the dagger is not just a weapon, but a key—each kill unlocking another chain., Damage, Combat, Cursed, Finesse, Light, Thrown, Nick
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