You gain a +2 bonus to attack and damage rolls made with this magic weapon.
You can use a bonus action to speak its command word, causing the next hit using this dagger to also cast Banishment (Charisma Save DC 15) at its lowest level on the creature in addition to the attack's regular damage. The spell remains ready for 1 minute or until an attack using this weapon hits a creature.
Every time the Banishment ability is used, roll a d20 to determine the dagger's fate.
On a 1, the dagger crumbles into ashes and is destroyed.
On a 20, the dagger's banishment follows the rules for creatures not native to the plane of existence that you're on, regardless of where the creature is from.
The weapon can't be used this way again until the next dawn.
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: Damage: Piercing, Damage, Control, Banishment, Combat, Finesse, Light, Thrown, Nick
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