Assassinate. When you hit a creature with a melee attack for the first time each turn the creature that is hit must make a DC 15 Constitution saving throw or become paralyzed. This effect end when the creature succeeds a DC 15 constitution saving throw that they make at the end of their turn. Once a creature has been affected by this ability and then succeeds the saving throw, they become immune to this effect for the next 24 hours.
Surprise Attack. If this dagger is used in a sneak attack the attacker may add an additional sneak attack dice by expending 1 charge. (This dagger starts with 6 charges and regains 1d6 charges at dawn)
Poisoner's Blade. As a bonus action, you may expend 3 charges to make the dagger deal an additional 1d8 poison damage until the end of your turn. This must be decided before making an attack with the dagger.
You have a +1 bonus to stealth as well as a +1 to attack and damage rolls made with this magic weapon while you are attuned to it.
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, Bonus: Stealth, Paralyzed, Rogue or Ranger, Damage, Combat, Finesse, Light, Thrown, Nick
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