Weapon (dagger), uncommon (requires attunement by a the blade must be lain into a fire until red hot and pulled from the blaze by bare hand causing immense pain, leaving no scaring or damage.)

These blades are crafted by Goblin Shamans to aid in getting fallen regulars on the battle field back in the fight, as well as providing incentive to be victorious rather than defeated.
this small wrought iron dagger glows red hot, cauterizing wounds and causing immense pain in it's wake.
Grand Shaman Bonespear: “The blade was made to keep cowards in the fight, to make idiots adhere to tactics, and make ready for victory! and so help me if you lose that blade then LOSE YOURSELVES!”
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Attunement: (Conditional Ritual)
the blade must be lain into a fire until red hot and pulled from the Blaze by bare hand causing immense pain, leaving no scaring or damage.
upon attunement the item is considered cursed and can not be left behind, Wisdom Save DC 30. (if someone throws your shiny off a cliff, you're going after it) the wielder becomes addicted to it's presence and will not willingly submit to any actions that will (or even may) bring the wielder to part with the blade (aside from throwing it to attack, and then immediately retrieving it, and oh the things they'll do to get it back)
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Functions:
each attack Heals 1d4+1(x2 on Crit) and completely incapacitates it's victims, leaving them writhing in pain Stunned & Prone for 1 Round. (the blade uses infernal magic to mimic the divine to transmute Attack Damage to Health, it was designed to be wielded most effectively by Barbarians & Rogues, yet it is not picky.)
compels the wielder to stab people with the blade they view to be inept or incompetent (like say a fallen party member) in the moment and must make a Wisdom saving throw DC14 to resist the urge. as per the Compel Duel spell. 
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Rechargeable:
The blade has x10 charges, and can be recharged by placing the blade into a Fire for 1 hour (conditional short rest) Wisdom save DC14 to pull from the flames silently, DC19 to do it showing no pain.
Upon depletion of charges the wielder becomes irritable, uneasy, and preoccupied with making the blade whole again, and may not benefit from an uninterrupted long rest until the blade is "made whole" by being recharged. Wielder will gain the exhausted condition after attempting and failing to take a long rest.
The DM should make note that the blade still compels the now irritable wielder to attack "inept or incompetent" victims with a currently mundane dagger that does not heal.
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Identify: DC 25 else the only information obtained is that it is a healing blade and the knowledge of the conditional attunement ritual.
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Remove Curse: [Not revealed with Identify spell]
If the curse is removed from the wielder they fall ill for 1 week as if suffering the effects of withdraw (able to be removed with a Greater Restoration Spell)
From then on for the remainder of their lives the wielder must make a Wisdom Save DC12 to resist rebinding themselves to a Goblin's Scalpel should they come across another.
(once a wielder, always a wielder.)
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Dispelled /Destroyed /etc. [Not revealed with Identify spell]
(May not be destroyed by mundane means*)
In the event that the blade's enchantments are removed, it opens a random gate to The Nine Hells opportune for untold masses of it's ravenous populous to flood the gate for up to 1 hour.
“Bust the deal, face the wheel...”
DC Low because you should've read the fine print 😈

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Exhaustion, Rechargeable: The blade has x10 charges, and can be recharged by placing the blade into a fire for 1 hour (conditional short rest) Wisdom save DC14 to pull from the flames silently, DC19 to do it showing no pain. , the blade must be lain into a fire until red hot and pulled from the Blaze by bare hand causing immense pain, leaving no scaring or damage., Healing, Utility, Cursed, Finesse, Light, Thrown

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Item Tags: Healing Utility Cursed

Leftcatcher

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