You have a +3 bonus to attack and damage rolls made with this magic weapon.
This weapon deals an extra 5d8 poison damage and damage from this dagger cannot be resisted and ignores immunity. Whenever you take your first turn in combat while using this weapon you have advantage on the attack roll, if you hit the attack that has advantage, the creature that took damage is surprised until the end of your next turn.
Once every turn you can attempt to poison a creature that you damaged, the creature must succeed on a DC: 18 constitution saving throw or take an extra 5d8 poison damage and be poisoned for 1 minute or it takes half as much damage and isn’t poisoned on a successful save.
You can use your action to become invisible for 1 minute or until you take damage or choose to become visible again.
This dagger also functions as a Ring of feather falling, and a pair of Slippers of spider climbing.
While holding this weapon you can cast: Mass suggestion, Suggestion, Darkness, Dominate monster, and Cloudkill.
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, Rogue, Damage, Combat, Finesse, Light, Thrown, Nick
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