Weapon (dagger), artifact (requires attunement)

This small dagger looks like an old gnarled branch at first glance, but close examination reveals a finely pointed tip and serrated edge that is obviously a product of exquisite craftsmanship.

While Attuned to this dagger you have a +2 bonus to attack and damage rolls made with this weapon.

While attuned to this weapon, As a bonus action, you can Invoke the ability of this dagger to grow hardened tree bark on your body as armor (As per the Barkskin Spell). This ability also grants the creature wearing this armor resistance to nonmagical bludgeoning, piercing, and slashing damage

As an action, You can stab this dagger into any loose earth or soil and speak the command word to rapidly grow a 10ft tall tree in that spot. All normal plants in a 100-foot radius centered on the tree also become thick and overgrown causing a creature moving through the area to spend 4 feet of movement for every 1 foot it moves.

If you leave the dagger in the same place over the span of 8 hours, you enrich the land. All plants in a half-mile radius centered on the tree become enriched for 1 year. The plants yield twice the normal amount of food when harvested. As long as the dagger remains in the same spot, this tree will stay healthy and grow normally. If the Dagger is removed the tree will rapidly decay and die, though if the surrounding plant life was enriched it will remain unaffected.

The Dagger has 30 Charges for the following Properties. It regains 3d6 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the dagger regains 1d12 + 1 Charges.

Spells: While holding the dagger, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability:

Wall of Thorns (6charges)

Tree stride (5 charges)

Blight (4 charges)

Summon Treant (15 charges)

Disintegrate (6 charges)

Avatar of Arvesta - Uttering an incantation, you can expend all the remaining charges (minimum 14) to draw on the power of Primal Magic to transform yourself into an aspect of natural magic. You gain the following benefits for 1 minute:

You are immune to fire, poison, radiant and necrotic damage.

You are immune to the poisoned, charmed and Frightened conditions.

Spectral wings appear on your back, giving you a flying speed of 40 feet.

You gain a +2 bonus to AC.

All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

For the duration, when you make a melee or spell attack, you deal an extra 2d8 damage of your choice: fire, cold, lightning, radiant or necrotic. 

Once you have used this ability it will not be available again for a number of days equal to 1d4 times the amount of charges spent (minimum 1d4x14 Days)

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: Finesse, Light, Thrown, Nick

Previous Versions

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3/24/2026 5:09:27 PM
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