Weapon (dagger), very rare (requires attunement by a requires attunement by a Rogue)

Weapon (dagger), Very Rare (requires attunement by a Rogue)
This dark green blade glistens with poisonous sap and whispers in your ear when you're still.


Features:

  • +2 Magic Dagger
    Deals an extra 1d6 poison damage on hit.

  • Deadly Surprise:
    When you hit a creature you’re hidden from, the attack automatically scores a critical hit. This can happen once per turn.

  • Shadow Step (1/short rest):
    As a bonus action, teleport up to 60 feet to a space you can see in dim light or darkness. Your next attack that turn has advantage.

  • Silent Wounds:
    Creatures you hit with sneak attack can’t regain hit points until the start of your next turn.


Visual Flair:
The blade seems to drink in light. Leaves curl toward you when you're near. When you vanish with Shadow Step, a ghostly vine is left behind and withers instantly.

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: requires attunement by a Rogue, Finesse, Light, Thrown, Nick

BlackEnigma