Weapon (dagger), legendary (requires attunement by a Aestermir's Dagger, Requires attunement)

You have a +2 bonus to attack and damage rolls made with this magic weapon. 

This weapon has 3 charges/long rest. At any time on a hit you may expend a charge and release 2d6 necrotic damage on your target.

Upon reducing a creature to zero hp you may gain temporary hp equal to your constitution modifier.

Cursed- Upon attunement you must make a DC 20 Wis Saving throw. Upon failure you are cursed and are not willing to part with this dagger, as well as have the ability to by swayed on certain moral decisions in the future. DC 15 Wis Save to be swayed. On a Success you understand that this dagger is cursed as well as sentient, and has just attempted to dominate you. You are now immune to domination from this item. 

Appearance- A long slender wicked looking black blade, with steel handle wrapped in dark leathers.

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: Necrotic, Weapon Property: Finesse, Each charge releases 2d6 necrotic damage from this dagger., Aestermir's Dagger, Requires attunement, Damage, Combat, Cursed, Sentient, Finesse, Light, Thrown, Nick

Item Tags: Damage Combat Cursed Sentient

BloodletHam

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