You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a target with this dart, it magically attaches itself. Any gear under the dart's location is pinned to the target and cannot be doffed without first removing the dart.
Once per minute, a creature that touches the target may make a DC 15 Strength or Arcana check to remove the dart; if this check is failed, the target takes 1d4+1 magical piercing damage. A dart removed in this way loses its magic and becomes a mundane dart. If no attempt to remove the dart is made, it detaches itself after 1 hour but retains its magic.
This dart is not considered worn or carried when it is attached to a target, and can be affected by magic that otherwise does not work on worn or carried items. The dart is made of metal and conducts electricity and heat.
Proficiency with a Dart 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Finesse, Thrown, Vex
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