This dagger's crimson blade is always slightly slimy to the touch. Within the hilt are 3 red orbs, also slimy. On the pummel is the symbol of Gastrophax the Flatulent, (a loopy lowercase "g").
When attuned, this dagger has 5 charges and regains 1d4 charges after a long rest up to a maximum of 5.
You have a +3 bonus to attack and damage rolls made with this magic weapon. Also, while this dagger has all 5 charges, it deals an additional 1d8 psychic damage.
Eat Memories.
As an action you can expend 1 charge to wipe some of the slime from the blade onto your fingers and touch a living creature's head. The target must make a DC 15 Wisdom saving throw (Constructs, oozes, plants, and undead succeed on the save automatically.) On a failure, they take 4d8 psychic damage and you can erase a piece of their memory. The memory erased must have taken place within the last 24 hours and be no longer than 10 minutes.
The memory remains lost until the target benefits from the effects of the Greater Restoration. If you attempt to do this to a creature from whom you have already stolen a memory, they suffer the damage as normal, but will not have their memory erased unless they have already regained the previous memory.
When you erase a creature's memory, an echo of their memory is stored within one of the 3 red orbs in the dagger's hilt. You can only store 3 echos. If you steal a memory while all 3 red orbs are full, you must overwrite one of the existing echos.
Sulfurous Impersonation.
Choose one of the echos stored in the red orbs. As an action you can expend 3 charges to summon forth a duplicate of that memory's original owner. The simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur.
It is tethered to the red orb on your dagger by a strand of hard to see slime which can be up to 120 feet long. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the dagger and the simulacrum. The simulacrum disappears if the tether is severed or if the dagger leaves your possession.
For all practical purposes, the simulacrum is you, meaning that it shares your stats, spells that affect it affect you, and that you can take an action either as yourself or the simulacrum, not both. However, you can split your action, bonus action, and movement between the two of you.
As an action, you can switch your awareness and see through its eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses.
The simulacrum lasts 1 hour before dissolving into a puddle, the echo returns to the red orb.
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, rogue or wizard, Damage, Social, Utility, Combat, Finesse, Light, Thrown, Nick
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