Weapon (dagger), artifact (requires attunement)

This dagger has 2 charges. You can expend one charge by creating a rift in a plane of existence that connects to another plane. The dagger becomes nonmagical when you use the last charge.

Curse. The dagger is possessed by a powerful entity. When you create a rift in a plane of existence, you have to make a DC 19 Wisdom saving throw. On a failed save, the dagger chooses the plane it will connect to.

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: Teleportation, Damage, Combat, Cursed, Finesse, Light, Thrown, Nick

Item Tags: Teleportation Damage Combat Cursed

Gunthingduck

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