You have a +1 bonus to attack and damage rolls made with this magic weapon.
It is unclear whether or not this fungal dagger is of natural or crafted origin. Nevertheless it emits a bio-luminescent glow and contains a powerful poison.
If you roll a natural 1 on an attack roll, the dagger emits a burst of spores that waft up to 5ft in every direction . You and everyone in melee range must make a DC 15 constitution saving throw or take 1d8 poison damage and become blinded for a round the spores disperse at the beginning of your next turn.
If you roll a natural 20 on an attack roll, the target takes double damage and becomes poisoned for an hour.
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: Poison, Damage, Combat, Finesse, Light, Thrown, Nick
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