"Carved from the petrified flesh of a reanimated Wraithroot, this dagger's blade is not metal but instead fossilized necrotic wood. When drawn the branch glows a pale sickly green."
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Charges
The Wraithroot Spike has 3 charges and it regains all expended charges at dawn.
If you expend the last charge, roll a d20. On a 1, cracks start to appear in the dagger.
Wraithroot Sap (1 Charge)
You can use a Bonus Action to coat the Wraithroot Spike in its venom for 1 minute or until you hit a creature.
The next time you hit a creature with this weapon during that duration, it must make a DC 15 Constitution saving throw. On a failed save, it takes 2d10 Necrotic damage and becomes Poisoned and have its speed halved until the end of your next turn.
Wraithful Corruption
When you reduce a creature to 0 hit points with this weapon, you can choose one of the follow effects:
- Wraithroot Drain (1 Charge): You gain temp HP equal to 2 * your level.
- Wraithroot Bloom (2 Charges): All hostile creatures of your choice within a 20ft emanation of the slain creature takes a DC 15 Constitution saving throw; Failure: They take 2d10 necrotic damage. Success: Half Damage. If a creature is slain by this you can reuse this feature on their body creating an emanation centered on their body, once per turn.
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: Necrotic, Bonus: Temporary Hit Points, Poisoned, Finesse, Light, Thrown, Nick






