You have a +3 bonus to attack and damage rolls made with this magic weapon.
This magical item is sentient. It holds the soul of an old assassin named Zasp The Small. He was a Chaotic Neutral Black Dragonborn while he was alive. Now his soul is trapped in this dagger. He is Chaotic Neutral and loves the destruction of any form of government or power that doesn't allow murder. He will talk constantly and always tell you to hurry up, even if you aren't supposed to be doing anything. He is hot headed and wants nothing more then for him to be a famous weapon or come back into the world in his old body. His old body is kept at the bottom of a Black Dragon's Horde. This Dragon was the one to put him in the dagger and won't willingly let you put him back into his body.
While attuned to this dagger you are immune to Acid damage and resistant to Poison damage. You are also immune to the Poisoned condition. On a roll of a natural 20 you deal an additional (2d6) Acid damage. Also on a roll of 20 the target must make a DC 15 Constitution Saving throw or be Paralyzed for 1 minute.
If you wield only this dagger as your weapon increase all damage die's to the next level (1d6 becomes 1d8, 1d4 becomes 1d6 etc.)
If you decide to reunite Zasp with his body he will be loyal to you as long as you don't insult him at all. (Insults are what got him into the dagger and what cursed him to be 5 feet tall for the rest of his life. On his body he wears no armor but a Cloak of Displacement, Boots of speed and a Ring of Invisibility. He is an assassin subclass rouge, He will work for the group as long as they continue to roughly follow his beliefs or DM decides it's time for him to leave.
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, Immunity: Acid, Resistance: Poison, Immunity: Poisoned, Requires Attunement, Damage, Combat, Sentient, Finesse, Light, Thrown, Nick
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