When you hit with an attack using this magic dagger, the target takes an extra 1d4 necrotic damage. On a failed DC 14 Constitution saving throw, creatures wounded by this blade are marked with Maggot Rot.
As a bonus action, you can plunge the dagger into a corpse of a medium-size creature within your reach to infest it with Worm. At the start of your next turn, the creature animates, multiple worm-like appendages sprouting from the body. As long as you hold the weapon you can mentally command the Wormhost during your turn (no action required). Plunging the dagger into a Wormhost allows you to retrieve Worm as a bonus action. When Worm is not held directly, the creature becomes inactive, hiding inside its current host. Only one Wormhost can exist at a time, and if destroyed, it causes the dagger to lose its magical properties until the next dawn.
Dealing a fatal blow with the Worm allows you to infest the target without spending a bonus action.
Curse. This dagger cannot be removed unless this curse is broken via the remove curse or wish spell. Worm is a sentient dagger and can speak telepathically with whoever is attuned to it. Worm does not enjoy being a dagger, and will try to compel its wielder to infest a corpse at every opportunity. The wielder must make a DC 14 Wisdom saving throw any time they see a corpse or be made to infest it. If Worm has not infested a corpse in 24 hours, it will grow restless, causing its wielder to have disadvantage on persuasion (CHA) rolls in hopes of instigating a fight.
Maggot Rot
Creatures affected by this magical disease become vulnerable to necrotic damage. At the end of each Long Rest, an infected creature must make a DC 14 Constitution saving throw. On a failed save, the character takes 6d4 (12d4 on the second day) necrotic damage and gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease. Maggot Rot can be cured with a Restoration spell or by using a special sea salt ointment made with a Herbalism Kit and applied on the wounds before a Long Rest
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: Finesse, Light, Thrown, Nick
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