This dagger seems pretty benign and in decent condition, save for a little bit of rust at it's hilt. When grabbed, its curved, almost mini scimitar-like blade shimmers with a dull, purple energy as long as you hold it.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Sentient
Adolece is imbued with the mind of a 16 year-old. This child is the spirit of the Human that owned this exact dagger. A wannabe Bard in life, Adolece loves itself some wanton chaos and practical jokes, especially towards more distasteful or evil folk. But, being a child, it just needs some parental care to bring the best of it out. It speaks with a confident and forthright voice, but will be shy or zoned out on occasion. It will often request the PC to prank someone, whether they be in your party, or a passerby on the street, claiming it to be simply some good-hearted fun.
When the PC has Adolece Drawn, the weapon can speak. If the player has Adolece sheathed, it communicates via slight urges in the back of the PC's mind, most often an urge to pull a joke or to make a witty remark about someone or something.
Penchant for Jokesters: If the dagger, at the DM's discretion, finds a joke or prank pulled by the player funny or well done, the player rolls 1d8, and Adolece gains a charge of the following based on the roll (pulled from the Bard Cantrip Spell List):
1 or 2: Dancing Lights
3 or 4: Minor Illusion
5 or 6: Mage Hand
7 or 8: Vicious Mockery
Adolece can hold a maximum of 2 charges of any spell from this list and can be casted as long as the PC is holding the dagger.
Slowly, Adolece will become emotionally attached to its wielder (if given adequate care and attention), and after 1d12+4 days of having it in your possesion uninterrupted, Adolece starts calling you it's surrogate mother and/or father. It's still a teenager, though, and will act out on occasion.
Filial Trust: After this dagger starts calling you Mom or Dad, Adolece will now hold 4 charges of any spell from the above list instead of 2.
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, Utility, Combat, Sentient, Finesse, Light, Thrown, Nick
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