Once attuned to a character, the Ancient Dracolich Fang acts as a Cursed Item and becomes permanently attached to the wielder's hand as the necromantic magic causes it to fuse to bone and flesh and reduces the attuned character's CON by 1. The Ancient Dracolich Fang now enters phase 1 of maturation and deals an extra 1d4 necrotic damage on hit and heals the wielder for half of the necrotic damage dealt (rounded down) up to the character's maximum HP.
After the Ancient Dracolich Fang has dealt its necrotic damage 10 times, it enters phase 2 of its maturation and now acts as a +1 dagger that deals 2d4 necrotic damage on hit but reduces the attuned character's CON by another 1 for a total of -2.
After the Ancient Dracolich Fang has dealt its necrotic damage 30 times, it enters phase 3 of its maturation and now acts as a +2 dagger and now deals 3d4 necrotic damage on hit but reduces the attuned character's CON by another 1 for a total of -3. At this time the Ancient Dracolich Fang now becomes sentient.
Sentience. Ancient Dracolich Fang is a sentient neutral evil weapon with an Intelligence of 16, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet and can understand common, draconic and any languages known by the attuned creature.
The weapon can communicate with its wielder telepathically.
The fang’s purpose is to be united with the corpse of a recently slain dragon and if it senses such while sentient it attempts to convince the attuned character to replace one of the slain dragon's fangs with itself. If the character refuses, the wielder must make a DC 16 Charisma Saving Throw. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, Ending the Effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn. If the fang manages to convince a wielder to attach it to a dragon corpse, it releases from the wielder and levitates into the corpse's jaw and sinks into an empty socket causing the dragon corpse to animate and become a dracolich using the size and stats of the underlying dragon. The newly created dracolich then attempts to flee and only attempts to combat the previously attuned character or their party if it is hindered in its escape. The dracolich feels nothing toward its previously attuned wielder but could be convinced to grant the character a boon based on their relationship while attuned and is at the discretion of the DM.
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: Damage: Necrotic, Bonus: Ability Score Maximum, Attempts to use the Identify spell on the fang automatically fail and use of detect magic reveals a faint necrotic aura surrounding the fang but the item itself appears as a blank void., Any melee damage done to a living creature while wielding this dagger automatically attunes it to a living wielder, if this would cause the wielder to be attuned to too many magic items, roll randomly to determine which item's attunement is replaced by the Ancient Dracolich fang., Finesse, Light, Thrown, Nick
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