Weapon (dagger), legendary (requires attunement by a You must attune to this weapon by meditating while holding it for at least four hours)

+1 to attach and damage rolls

This dagger has a wickedly jagged blade, and its ornate adamantine hilt is capped by a small green gem which exudes power and darkness. Wielded by Artemis Entreri,  the greatest assassin of the Sword Coast, this dagger has changed hands among shady characters  for years before being lost in the Underdark.

Once attuned, the wielder cannot willingly part with the Artemis Dagger.

The Artemis Dagger has 6 charges, which are replenished at dawn each day.  

On a successful hit, the wielder of the Artemis Dagger may expend one of its charges to deal and extra 1d4 necrotic damage and gain life equal to the amount of damage dealt. If the wielder is of good or lawful alignment, they must make a Constitution saving  throw of 12 or higher or make all ability checks at disadvantage for 24 hours.

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: Melee Attacks, You must attune to this weapon by meditating while holding it for at least four hours, Finesse, Light, Thrown, Nick

Zak_DoUrden

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