Weapon (dagger), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this weapon.

Magicked Blade. This dagger ignores nonmagical worn armor that isn’t adamantine.

Assassin’s Implement. When you score a critical hit against a target, roll the damage dice three times (rather than twice) before adding modifiers.

Cursed. This weapon is cursed with the bloodlust of the Ba’al Verzi, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon and you have disadvantage on attack rolls with weapons other than this one. Additionally, the weapon cannot be safely or securely stowed in anything except a sheath made of humanoid skin. Attempting to do so may result in losing the dagger or harming the creature who carries it as the weapon passes harmlessly through its container.

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: Additional, Damage, Combat, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat

Garrow

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