A dagger forged by the Ancients covered in Runes. The pommel has two slots for carved stones,.
You have a +1 bonus to attack and damage rolls made with this magic weapon, which increases to a +2 against Constructs.
Adaptive Strikes: This dagger can slot 2 gemstones in it, with each gemstone type dealing a different damage type. They are listed as followed.
Ruby = Fire | Sapphire = Cold |Topaz = Lightning | Bloodstone = Necrotic | Amythest = Psychic
Red Emerald = Radiant | Onyx = Thunder | Jade = Acid.
You can change both gems as an action, or attempt a DC 16 Sleight of hand check to do it as a bonus action.
New gems can be carved for this item. You must buy a gemstone worth 25GP, and then take an hour to work on it, which can be done during a long or short rest, and require a DC 15 Jeweler's tools check. Each gem you buy for this purpose has enough mass to have the chance to carve 3 pieces.
Adaptive Fang: as a bonus action, you can overcharge a gemstone you have slotted. It does an additional 2d6 of the chosen damage type, but afterward the crystal is destroyed.
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: Fire, Damage, Combat, Finesse, Light, Thrown, Nick
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