This knife bears a resemblance to a ritual dagger that would be used in an ancient ceremony, lost of knowledge through time. It is unknown where this blade came from, but there are no known materials that would be used to create such a thing. The spine of the blade is black and has a grain to it that looks like it would be a type of wood, but it is clearly metallic. The edge of the blade is uneven and jagged in its connection to the spine, but its cutting edge is sharper than a glass razor. The handle is carved from the same material as the spine of the blade, looking to be one solid piece.
This dagger, being made of absolutely foreign materials is poisonous to most living things. Any creature struck with this weapon must make a DC 16 Constitution saving throw or take 2d4 poison damage in addition to the 1d4 piercing and 2d4 acid damage it automatically deals on a hit. If a creature fails on the saving throw, it becomes poisoned and must make subsequent saving throws with a DC of 14 on each of its turns until it does succeed or dies. Each failure on these saving throws results in an additional 1d4 poison damage and 1d4 acid damage to the creature.
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: Acid, Damage: Poison, Damage, Combat, Finesse, Light, Thrown, Nick