It is unclear if this fungal +1 dagger is of natural or crafted origin. Nevertheless it emits a bioluminescent glow and contains a powerful poison. You gain a +1 to attack and Damage rolls.
The dagger does 1d4 Piercing & 1d4 Poison damage.
If you roll a Natural 1, the dagger emits a burst of spores, which waft up to 5ft in each direction. You and anyone in melee range must succeed a DC15 Constitution saving throw or take 1d8 Poison damage and become Blinded for 1 round. The spores disperse at the beginning of your next turn.
On a Natural 20 the target takes double damage and becomes Poisoned for 1 hour.
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, Damage: Poison, Finesse, Light, Thrown, Nick
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