Similar to the Dagger of Venom this magic weapon can coat itself with poison, although this weapon relies more on its ever-sharp blade and tip than the DC 15 poison it can use once per long rest since most who fall under the blade do not live long enough to take poison damage. While attuned to this item, the user can make the blade of this weapon coat itself with a slick, dark green poison which upon a failed constitution saving throw poisons the target for 5 rounds, after this affect has been used it cannot be used again until the user completes a long rest. You gain +2 to damage and attack rolls made with this magic weapon (+3 for assassins). When making a sneak attack with this weapon you can choose to treat the damage dealt as a critical hit (not including the sneak attack bonus). For example, a level 20 rouge hits an orc with a sneak attack which deals 2d4 + 10d6 piercing damage. On a critical hit this effect can double making the dagger deal 4d4 + sneak attack damage.
Curse. This dagger is cursed, and attuning to it extends the curse to you. After attuning to this item the next time you hold it in your dominant hand (or either if the user is ambidextrous) it affixes itself to the user, wearing gloves, gauntlets, or a similar item can prevent this effect entirely but once attached only a remove curse spell or similar effect can end it. The dagger can be spun to make the blade turn from facing towards the user to away from the user and visa versa but the handle is still an impediment to user. While the user is cursed, they gain disadvantage to Dexterity (Sleight of Hand) checks made with the dominant hand and advantage with Charisma (Intimidation) checks where the target can see the dagger.
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: Advantage: Intimidation, Disadvantage: Sleight of Hand, Rouge (preferably assassin), Combat, Cursed, Finesse, Light, Thrown, Nick
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