Dormant State:
Drawing or sheathing this forearm mounted dagger is a free action, and may occur on the same turn. Unless worn visibly without any effort to conceal it, it is not readily noticeable, and any visual inspection to discern its presence must succeed a DC 20 investigation check.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon loses the thrown property, but gains an additional 1d6 damage on a Sneak Attack.
Awakened State:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
When you roll sneak attack damage, you can reroll any roll of 1 on the sneak attack damage dice, but you must use the new roll, even if it is another 1.
Exalted State:
You have a +3 bonus to attack and damage rolls made with this magic weapon.
When the wielder is granted the rank of Master Assassin, this weapon is upgraded with a launching mechanism, in which it regains the Thrown property.
Once thrown in this fashion, the wielder can choose to expend 1 of 3 charges to transform into shadow and merge with the blade, teleporting instantly to wherever the blade impacts. If the target is a creature, the wielder emerges adjacent to the target in a space of their choice. If the wielder chooses not to spend any charges, the blade returns to it’s sheath immediately after this ranged attack.
All three charges are regained upon completion of a long rest.
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: Piercing, Rogue, Teleportation, Damage, Combat, Finesse, Light, Thrown, Nick
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