You have a +5 bonus to attack and damage rolls made with this magic weapon.
The Blade of Rebellion
The dagger is forged of black iron that drinks the light around it. Its edge shimmers faintly as if holding embers that never fade. The hilt is bound in cracked leather that feels warm to the touch, like it remembers the blood of every hand that gripped it. When drawn, the blade hums low, almost like a whisper beneath the skin.
Backstory
The Blade of Rebellion is said to be the first weapon the Devil ever forged. Before men wrote contracts in ink and sealed them with wax, he carved his covenant in fire and blood. The stories claim he broke this dagger from the iron gates of Heaven when he turned away from the light. It was his defiance made steel. With it he cut his name free from the Book of Heaven and carved it into the earth instead.
When Ezekiel walked among mortals he carried the dagger as a token of what was lost and what was promised. He no longer needed it to kill, for his tongue was sharper, but he kept it as a reminder. A reminder that rebellion was not born in men, but in him.
Every soul who has carried the Blade since has felt the echo of that first rebellion. It stirs dreams of fire, chains, and falling stars. It tempts its wielder to strike against every master, every god, every law. It can break contracts, unravel wards, and slice through bonds, but it always leaves a scar. Mortals call it a gift. The wise call it bait.
The Blade has never chosen a wielder who lived long. Those who carried it were marked in the palm by a burning brand, and in the end the Devil always came to collect. Some believe he leaves it behind on purpose, again and again, so that desperate hands will take it up and prove that rebellion only ever leads back to him.
Effects (while attuned)
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Infernal Edge. The dagger counts as magical and deals an extra 1d6 fire damage on hit.
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Breaker of Chains. Once per long rest, you can stab the dagger into a magical bond (shackles, chains, contracts, wards). On a successful attack roll against AC 15, the effect is broken or suppressed for 1 minute.
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Rebel’s Spark. When you drop to 0 HP, you may choose to stay at 1 HP instead. Doing so burns the brand into your skin deeper, dealing 1 permanent hit point loss.
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Infernal Beacon. Ezekiel always knows when the dagger is unsheathed, and where. The wielder feels his smile in the back of their mind when they use its power.
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: Fire, To attune, the wielder must spill their own blood with the blade, taking 1d6 damage. As the blood runs, the dagger drinks greedily and carves a faint sigil into the wielder’s palm, a brand that glows dim red when they are near infernal contracts or cursed bindings. Upon attunement, the wielder hears a whisper in their dreams: “The house always wins… unless you turn the table.”, Damage, Combat, Finesse, Light, Thrown, Nick
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