A flint dagger, Ash is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for a few minutes after it is used to deal damage. It is an artifact from the era of legends.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon.
While holding it and saying the command word Ignis, you can use a bonus action to ignite the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the dagger is ablaze, it deals and extra 1d6 fire damage to any target it hits. The flames last until you drop or sheathe your dagger.
Fire Mastery. You gain the following benefits while you hold Ash:
- You can speak Infernal fluently.
- You have resistance to fire damage.
Curse. Picking up Ash while it is not attuned to anyone will make you instantly attuned to it. Ash makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks without weighing the consequences.” While being attuned to the weapon you slowly start to distrust others thinking that they want to take away your rightfully earned dagger. This will get worse over time and other sideeffects may appear. The curse can be removed with Remove Curse or a similar spell or ritual.
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, Resistance: Fire, Language: Infernal, Damage, Combat, Finesse, Light, Thrown, Nick
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