You have a +2 bonus to attack and damage rolls made with this magic weapon.
Adamantine Weapon: Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp
In addition, whenever you score a critical hit using this weapon against a creature, that creature is forced to make a DC 14 Constitution saving throw. On a failed save, that creature becomes restrained as it magically begins to turn to stone. If it failed the saving throw, the creature must repeat the saving throw at the start of your next turn. On a success, the effect ends, and it is no longer restrained. On a failure, the creature is petrified for 1 minute or until freed by the greater restoration spell or other magic.
Once this property of the dagger has been used, it can't be used again in this way for 1 minute.
Cursed: Once Attuned to this weapon you have to hold it on your hand otherwise all the time. After 10 minutes (each day) of not holding it, the weapon teleports to it the character's hand and Petrifies the hand up to its wrist.
From there on, the character must dedicate at least 1 hour a day working on an artistic project such for example sculpture on wood, rock. If the character fails to do that the pretrificiation will advance each day, completely petrifying the character after 3 days. Reverse this effect requires might be possible through at the DM discretion.
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, Requires Attunement, Damage, Combat, Finesse, Light, Thrown, Nick
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