This magic dagger appears to be made entirely of ice. When attuned, it deals an additional 2d4 cold damage on a hit. As a bonus action it can be changed into a shortsword, longsword, scimitar, sickle, or back into a dagger.
Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again until the next dusk.
** Each night the wielder must succeed on a DC 5 Charisma saving throw or become lawful evil and serve Auril by continuing Sephek’s work. The alignment change can be undone by any magic that ends a curse.
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, by a druid, sorcerer, warlock, paladin, fighter, or ranger, Finesse, Light, Thrown, Nick
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